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: Europe In Turnmoil Mod.

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> RE: Europe In Turnmoil Mod. Page: <<   < prev  2 3 [4] 5 6   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Europe In Turnmoil Mod. - 2/25/2017 7:34:27 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Guys so sorry I have been absent for a while,because I had a bad fall while out Skiing! I have been in hospital for a Month,with 2 broken legs,a broken arm,3 broken ribs and a fractured skull! So I have not been in any fit state to work on the mod, but hopefully that will change in the near future,after I recover more from my injuries.

_____________________________

Make it so!

(in reply to TheBattlefield)
Post #: 91
RE: Europe In Turnmoil Mod. - 2/27/2017 12:07:17 AM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
Get well soon!

I'm still playing the mod. Now late July 1941. As a reminder, in my game the Soviets did a surprise attack in March 1941.

About June '41 I changed sides for one turn, just to see how the Soviets are doing with the mod, what kinds of units being purchased, etc. Their research is going well, they're purchasing perhaps too many air units as opposed to buying infantry.
End of July I have taken Leningrad, am on the outskirts of Moscow, and have just taken Kiev in the south.

I'm interested to see if the Soviet AI will have a big increase in purchasing as their industry gets established in the Urals.

Some players indicate that the mod is woefully unbalanced, but I'm not getting that experience at all. It no doubt needs tweeking, but it is definitely a viable mod. By the way, I'm playing on normal, with no advantages to the AI.


< Message edited by gwgardner -- 2/27/2017 12:09:49 AM >

(in reply to kirk23)
Post #: 92
RE: Europe In Turnmoil Mod. - 3/12/2017 2:24:57 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
I obtained an Axis Major victory in September '41, after taking Leningrad, Moscow and Stalingrad.

I was going to go back a few turns, and take control of the Soviets to see what I could do on their side, and at that time I finally realized that the AI was not producing any of the new units allowed in the mod, such as divisions.

Now I have revised all the AI unit purchase scripts, and reduced research by around half (due to the weekly turns), and am going to restart. I expect a better challenge with those changes.

(in reply to kirk23)
Post #: 93
RE: Europe In Turnmoil Mod. - 3/12/2017 6:48:22 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline
Well, September '41? I think the switch to a simultaneous turn order may bring the advantage of a weather compensation, but at the same time the (historical) time track of the game is also significantly thrown out of balance. (Relation between game time and unit action potential) This will inevitably also have consequences for the scripted events and the MPP management. I would therefore suggest as a trial to adjust the seasonally different turn lengths of the mod so far that the total number of the turns correspond to those of the vanilla game.



(in reply to gwgardner)
Post #: 94
RE: Europe In Turnmoil Mod. - 3/12/2017 11:00:23 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
I was wrong to say weekly turns. A closer look shows that it's set for 1 week during summer, 11 days during Spring and Fall, 2 weeks during winter.

I had thought the Soviet AI made it's biggest mistake attacking Germany in March '41. There was good weather after that, so I made what I thought to be historically accurate advances. Further examination shows that the AI was not building divisions, was building a disproportianate number of air units. I have now reworked the AI build chances, emphasizing plentiful, cheap infantry early on, lessening air builds till later.

However the biggest problem overall was research, which was proceeding much too fast, giving Germany a bigger advantage than historical. I had researched as fast as possible, thinking the AI would be advancing faster than normal, due to more turns, more MPPs, but Germany has a huge advantage early on with MPP production levels.

Having reworked the AI build priorities and lessened research speed, I'll give the mod another go. More turns per year and much broader OOBs make this mod so much fun for me compared to vanilla.

I think the mod would really shine in multiplayer.

Perhaps after Kirk23 nears completion on the Napoleonic mod, he'll get back to fine-tuning this one.

< Message edited by gwgardner -- 3/12/2017 11:05:51 PM >

(in reply to TheBattlefield)
Post #: 95
RE: Europe In Turnmoil Mod. - 3/13/2017 12:24:02 AM   
Rand6897

 

Posts: 79
Joined: 2/26/2015
Status: offline
gwgardner,

I like Kirk23's mod as well but found a couple of issues with it, mostly related to excess MPPs.

I'm working on setting it up for head to head play with a friend as I like the extra turns and units. I also like pushing around divisions (Europa boardgame series) though I like this scale for play-ability.

I've made several modifications to it and find it working out in play testing through 1940.

1] Decreased MPP collect by about 30%.
2] Increased unit cost which effects the direct cost of the unit as well as upgrade, operational movement, and reinforcement cost.
3] Increased combat losses, this bumps up reinforcement cost and also requires units to pull off the front line with more frequency.
4] Increased research cost. Took base game cost x 1.5 plus an additional cost if categories maxed out at <5. Slowed it as well so Germany can't sit in '41 researching everything from command and control to corndogs.

Those were the starting adjustments. My first two play tests (solo, so I may control spending) I elected to wait for spring (March) to attack in the west. By the time the Germans build units back to full strength it was December and had barely dented the upgrade possibilities. With the increase losses in combat it seemed foolish to get bogged down in a slugging match unable to utilize my maneuver advantage and air superiority.

I've also changed movement penalties, action points for some, combat values for most, added a few things to the map (SW of Leipzig are syn oil/refineries). I'm currently reworking the force pools for all.





< Message edited by rea6897 -- 3/13/2017 12:25:42 AM >

(in reply to gwgardner)
Post #: 96
RE: Europe In Turnmoil Mod. - 3/13/2017 3:23:10 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
When you get your mod to the mod where you like it, please make it available. I'll certainly try it. Are you going to look at the AI unit builds also? I know that's not your priority as you want to play head to head.

(in reply to Rand6897)
Post #: 97
RE: Europe In Turnmoil Mod. - 3/14/2017 1:14:22 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Hi guys I have started to tweak this scenario, I have reduced the MPPs available, I have slowed research plus expanded the options available for research, I'm in the middle of adjusting the AI so that Russia for example will build Divisions, I have many other things that will make the scenario even more of a challenge.

_____________________________

Make it so!

(in reply to gwgardner)
Post #: 98
RE: Europe In Turnmoil Mod. - 3/14/2017 6:50:10 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
Awesome, looking forward to the update.

(in reply to kirk23)
Post #: 99
RE: Europe In Turnmoil Mod. - 4/18/2017 3:42:20 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
So very sorry that I have been unavailable here on the forum,but real life keeps getting in the way,I'm still visiting the hospital because of some complications that I don't want to go into here on the forum, but needless to say it is annoying in the extreme,as it is delaying me from doing what I want when I want with this mod,and the Napoleonic mod. That said I have been working on Europe In Turmoil!

I have included MEDICAL SERVICES as a research option: This gives all unit types a 5% Morale bonus over 5 levels.

I have also changed what Infantry Warfare,Armour Warfare,Air Warfare and Naval Warfare does in game, instead off boosting Morale, they now give units an Attack and Defence Evade bonus. The new Medical Services which represents any kind of Medical support in game, is now the main way you can boost unit morale.






Attachment (1)

< Message edited by kirk23 -- 4/18/2017 9:43:01 PM >


_____________________________

Make it so!

(in reply to gwgardner)
Post #: 100
RE: Europe In Turnmoil Mod. - 4/18/2017 9:45:09 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Naval Warfare Research now increases all naval units chance of evading,both in attack and defence.






Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 101
RE: Europe In Turnmoil Mod. - 4/18/2017 10:07:50 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Aerial Warfare Research now increases all aircraft units chance of evading,both in attack and defence.






Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 102
RE: Europe In Turnmoil Mod. - 4/20/2017 3:39:52 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Naval Radar has been added to the mod now.






Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 103
RE: Europe In Turnmoil Mod. - 4/20/2017 10:47:21 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Update for the naval game mainly, All Fleet Carriers,Escort Carriers,Battleships,Battlecruisers,Heavy Cruisers & Light Cruisers will be named units, and all are included, so Ark Royal,Warspite,Hood,Bismarck etc have returned. The Naval Sqaudrons are no more. The problem I had previously with having a lot of ships on the map at any one time, especially in the Med where the map can get very crowded, has for the most part been resolved. Other changes are as follows:

Spotting ranges.

Fleet Carriers = 4 Hex
Escort Carriers = 3 Hex
Battleships = 2 Hex
Battlecruisers = 2 Hex
Heavy Cruisers = 2 Hex
Light Cruisers = 2 Hex
Destroyers = 1 Hex
Submarines = 1 Hex
MTB = I Hex

In addition to the above, ships can now have Radar which increases spotting ranges by 1 per level.

Example: If a Fleet Carrier late in the war has Radar researched to its max, level 5, the Carrier will have a combined spotting range of 9 Hex total.


_____________________________

Make it so!

(in reply to kirk23)
Post #: 104
RE: Europe In Turnmoil Mod. - 4/20/2017 12:20:23 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline
Interesting changes. Are these now released, with an updated link at the top of the thread? Or awaiting further changes?

(in reply to kirk23)
Post #: 105
RE: Europe In Turnmoil Mod. - 4/20/2017 12:49:32 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline

quote:

ORIGINAL: gwgardner

Interesting changes. Are these now released, with an updated link at the top of the thread? Or awaiting further changes?


Still a work in progress I'm afraid, but the wait will be worth it, this is now a much harder scenario to win regardless of the side you play as. I have made a lot of changes to the AI, the AI also purchases more units types than is available in the standard game.

_____________________________

Make it so!

(in reply to gwgardner)
Post #: 106
RE: Europe In Turnmoil Mod. - 4/20/2017 7:05:34 PM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
How's your recovery going now Kirk?

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to kirk23)
Post #: 107
RE: Europe In Turnmoil Mod. - 4/20/2017 9:34:41 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
quote:

ORIGINAL: Bill Runacre

How's your recovery going now Kirk?


Hi Bill recovery is taking longer than expected, but I'm getting there slow but sure, thanks for asking!


Busy trying to get back into the swing of modding this amazing game, a big thank you to everyone involved in creating this brilliant game I love it.

< Message edited by kirk23 -- 4/20/2017 9:35:01 PM >


_____________________________

Make it so!

(in reply to BillRunacre)
Post #: 108
RE: Europe In Turnmoil Mod. - 4/21/2017 7:31:37 PM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
Good to hear there is some improvement, I know that recovering isn't much fun.

PS I just noticed your avatar, I like it.

_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to kirk23)
Post #: 109
RE: Europe In Turnmoil Mod. - 4/21/2017 8:21:41 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline

quote:

ORIGINAL: Bill Runacre

Good to hear there is some improvement, I know that recovering isn't much fun.

PS I just noticed your avatar, I like it.


Cheers!


Ok folks here is the change to Armoured Warfare Research, this no longer gives a morale bonus,that is what Medical Services does.If you are investing in training,and tactical your units will gain awareness on the battlefield,which will make them better at avoiding damage, so that is what this research does now, it gives your armoured units an advantage in combat!






Attachment (1)

_____________________________

Make it so!

(in reply to BillRunacre)
Post #: 110
RE: Europe In Turnmoil Mod. - 4/21/2017 8:51:13 PM   
welk

 

Posts: 865
Joined: 9/17/2006
From: France
Status: offline
Kirk : I downoladed your interessant mod.

Please : could you indicate on the top link what version is current awailable (1.0, or 1.1, as you want) ? It would be more easy when needed to download futures version : if not, we don't know if the mod has been updated or not

(in reply to kirk23)
Post #: 111
RE: Europe In Turnmoil Mod. - 4/21/2017 9:05:01 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline

quote:

ORIGINAL: welk

Kirk : I downoladed your interessant mod.

Please : could you indicate on the top link what version is current awailable (1.0, or 1.1, as you want) ? It would be more easy when needed to download futures version : if not, we don't know if the mod has been updated or not


Ok I will highlight the first post on the thread link to the mod and mark it as version 1

_____________________________

Make it so!

(in reply to welk)
Post #: 112
RE: Europe In Turnmoil Mod. - 4/21/2017 9:28:06 PM   
welk

 

Posts: 865
Joined: 9/17/2006
From: France
Status: offline
Thanks. Will wait the next version to see your changes

(in reply to kirk23)
Post #: 113
RE: Europe In Turnmoil Mod. - 4/22/2017 8:30:44 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
The Axis player can now deploy more German HQ.

Also highlighted in red tank types:

Light Tanks
Medium Tanks
Heavy Tanks




Attachment (1)

_____________________________

Make it so!

(in reply to welk)
Post #: 114
RE: Europe In Turnmoil Mod. - 4/22/2017 1:22:09 PM   
TangSooDo

 

Posts: 54
Joined: 4/1/2008
Status: offline
I'm a little confused as to whether or not these recent changes have been implemented in a downloadable mod. It seems the version 1 shown on the first post does not include them, is that correct?

(in reply to kirk23)
Post #: 115
RE: Europe In Turnmoil Mod. - 4/25/2017 6:12:19 AM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
love this mod ! needs a few little small changes but it has pleased me no end!
still no control when ITALY enters the war! coming in 1939 is not fair for the axis!


Tigercub

< Message edited by tigercub -- 4/25/2017 6:51:06 AM >


_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to TangSooDo)
Post #: 116
RE: Europe In Turnmoil Mod. - 4/30/2017 9:05:46 AM   
Kossatx

 

Posts: 97
Joined: 8/16/2015
From: Spain
Status: offline
Hi kirk23, thanks for your mod, a great job! Have you think about doing some change in the map? The northern territories are ridiculous bigger than they really are, so operations over escandinavian countries, Canada or Iceland need a lot of turns and troops more than they should need. What do you think about?

< Message edited by Kossatx -- 4/30/2017 9:06:50 AM >

(in reply to tigercub)
Post #: 117
RE: Europe In Turnmoil Mod. - 5/1/2017 9:18:32 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
quote:

ORIGINAL: tigercub

love this mod ! needs a few little small changes but it has pleased me no end!
still no control when ITALY enters the war! coming in 1939 is not fair for the axis!


Tigercub


Hi tigercub

So glad you like the mod cheers

I'm still improving it so that its much more of a challenge, I don't like sides winning by say 1941 - 42. The war lasted till 1945, so I want the mod to go the distance and last until 1945 as well, I'm tweaking the AI in order to make this all happen.

_____________________________

Make it so!

(in reply to tigercub)
Post #: 118
RE: Europe In Turnmoil Mod. - 5/1/2017 9:23:49 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline

quote:

ORIGINAL: Kossatx

Hi kirk23, thanks for your mod, a great job! Have you think about doing some change in the map? The northern territories are ridiculous bigger than they really are, so operations over escandinavian countries, Canada or Iceland need a lot of turns and troops more than they should need. What do you think about?


Hi Kossatx, I had not planned on doing anything that changed the map, what I have done is made all the naval loops in game available to all sides, which means for example the German Pocket Battleship Admiral Graf Spee can if it wanted to move to the Persian Gulf or the Red Sea, the Allies will have to guard against this, and protect theses sea areas.

_____________________________

Make it so!

(in reply to Kossatx)
Post #: 119
RE: Europe In Turnmoil Mod. - 5/1/2017 9:28:40 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline

quote:

ORIGINAL: tigercub

love this mod ! needs a few little small changes but it has pleased me no end!
still no control when ITALY enters the war! coming in 1939 is not fair for the axis!


Tigercub


Hi tigercub Italy will not enter the war until 1940 or at least nearer to when they did historically.

_____________________________

Make it so!

(in reply to tigercub)
Post #: 120
Page:   <<   < prev  2 3 [4] 5 6   next >   >>
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> RE: Europe In Turnmoil Mod. Page: <<   < prev  2 3 [4] 5 6   next >   >>
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

0.922