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RE: Fall Weiss II - Version 10.1

 
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RE: Fall Weiss II - Version 10.1 - 12/18/2017 5:19:25 PM   
crispy131313


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quote:

ORIGINAL: sad ham

Hi Crispy. I was playing your 9.1 scenario. I've saved the game at February 1941. If I update to 10.1, may I load that save game or have I to restart?


Each version is a standalone campaign. You can still finish your 9.1 and start a 10.1 game.

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RE: Fall Weiss II - Version 10.1 - 12/18/2017 5:20:29 PM   
crispy131313


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quote:

ORIGINAL: roy64

I've got the steam version of Strategic Command WWII War in Europe with the Strategic Command WWII: Community Pack installed, is this mod meant to update automatically or have we go to do it manually?


I think I can resubmit it to Hubert/Bill to include in the next update.

But for now you will have to download it via dropbox.

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Post #: 302
RE: Fall Weiss II - Version 10.1 - 12/21/2017 8:39:34 PM   
majpalmer

 

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When playing the Axis, with control over Italy, the player gets to decide whether or not to have the Italians invade Greece. Why not give them similar control over entry into the war?

I attacked France early when some unusual good weather developed. But the Italians came in the next turn, despite the fact that I hadn't finished their deployments or their naval reinforcements.

You sometimes have to delay the attack on France to get the Italians ready.

I'd prefer if you could just hold them off until you are ready.You can do that with Greece; why not France?

Thanks. Great mod!!!!

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Post #: 303
RE: Fall Weiss II - Version 10.1 - 12/25/2017 7:41:49 PM   
crispy131313


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quote:

ORIGINAL: majpalmer

When playing the Axis, with control over Italy, the player gets to decide whether or not to have the Italians invade Greece. Why not give them similar control over entry into the war?

I attacked France early when some unusual good weather developed. But the Italians came in the next turn, despite the fact that I hadn't finished their deployments or their naval reinforcements.

You sometimes have to delay the attack on France to get the Italians ready.

I'd prefer if you could just hold them off until you are ready.You can do that with Greece; why not France?

Thanks. Great mod!!!!


I think doing so would possibly be detremental to play balance. An early French collapse could have triggered Italian entry (who knows) plus I have embraced the fact that Italy will start the war ill equipped on some fronts especially in North Africa.


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Post #: 304
RE: Fall Weiss II - Version 10.1 - 12/26/2017 8:11:17 AM   
sad ham

 

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It would be a great idea let the player decide if Italy enters the war. In the last game I did (version 10.1) Germans were stopped in Belgium and they did not cross the France border, but Mussolini did enter the war without considering that.
Maybe you should create a mobilization triggering script for Italy as USSR.

< Message edited by sad ham -- 12/26/2017 8:14:39 AM >

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Post #: 305
RE: Fall Weiss II - Version 10.1 - 12/28/2017 12:27:03 PM   
majpalmer

 

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You're probably right about balance. I see you're trying to beef up Egypt for an AI challenge.

Nevertheless, I restarted and shipped three armies and two HQs into Libya. They held the line easily until the DAK arrived.

In my second game, the AI did not switch the Med convoy around around the Cape. That's something I've never done, nor seen the AI do. I've often wondered what would happen if the player sticks with the Med convoy route. Bad move! The AI tried to cover the route with the RN, but the British lost five BBs and 2 CVs in the ensuing battles.

Shouldn't there be some way to reassess that decision? The British are getting mauled and are losing MPPs every turn. With the Mediterranean Fleet destroyed, I'm sure the British wold have rerouted those convoys.

Is there some way to allow the AI, or a player, to reassess every three months or so?

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Post #: 306
RE: Fall Weiss II - Version 10.1 - 12/28/2017 12:49:50 PM   
crispy131313


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What Mod version are you using and which Game version? The Convoy issue was introduced by game engine change (not my mod) so I thought I had fixed it. If you are using a version older than 10.1 but also the most recent game version then you might experience this in the Med.

http://www.matrixgames.com/forums/tm.asp?m=4397845

< Message edited by crispy131313 -- 12/28/2017 1:00:53 PM >


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Post #: 307
RE: Fall Weiss II - Version 10.1 - 12/28/2017 1:35:19 PM   
sad ham

 

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Hi Crispy. I use your mod. 10.1 and game version 1.10. I experience the same issue: If I play as Allies I can't switch Med convoy around the Cape. So that I think the AI cannot do it as well.

< Message edited by sad ham -- 12/28/2017 1:54:52 PM >

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Post #: 308
RE: Fall Weiss II - Version 10.1 - 12/28/2017 1:53:26 PM   
crispy131313


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Ok thanks for letting me know I’ll have a fix soon.

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Post #: 309
RE: Fall Weiss II - Version 10.1 - 12/31/2017 2:58:51 AM   
crispy131313


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quote:

ORIGINAL: sad ham

Hi Crispy. I use your mod. 10.1 and game version 1.10. I experience the same issue: If I play as Allies I can't switch Med convoy around the Cape. So that I think the AI cannot do it as well.


Hi I just tested with Fall Weiss 10.1 on the most recent BETA patch 10.03 and the convoy re-route is working.

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Post #: 310
RE: Fall Weiss II - Version 10.1 - 1/1/2018 9:27:59 AM   
sad ham

 

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quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: sad ham

Hi Crispy. I use your mod. 10.1 and game version 1.10. I experience the same issue: If I play as Allies I can't switch Med convoy around the Cape. So that I think the AI cannot do it as well.


Hi I just tested with Fall Weiss 10.1 on the most recent BETA patch 10.03 and the convoy re-route is working.



Does it work with the official 1.10 version?

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Post #: 311
RE: Fall Weiss II - Version 10.1 - 1/1/2018 12:39:25 PM   
crispy131313


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quote:

ORIGINAL: sad ham


quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: sad ham

Hi Crispy. I use your mod. 10.1 and game version 1.10. I experience the same issue: If I play as Allies I can't switch Med convoy around the Cape. So that I think the AI cannot do it as well.


Hi I just tested with Fall Weiss 10.1 on the most recent BETA patch 10.03 and the convoy re-route is working.



Does it work with the official 1.10 version?


I'm not sure, but I did mention when I uploaded 10.1 that it was meant to be compatible with the convoy changes in Beta.

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Post #: 312
RE: Fall Weiss II - Version 10.1 - 1/3/2018 1:56:28 PM   
crispy131313


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I am uploading Fall Weiss II 10.2 tonight, if anyone has ever discovered a bug or something let me know today (I don't think there is any though). It is the version I will be submitting to update the DLC version as well for the January update.

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Post #: 313
RE: Fall Weiss II - 1/4/2018 4:34:55 PM   
nnason


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Hey I like your mod and am looking for version three which you said you were going to post last night. HAPPY NEW YEAR!
quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: TheBattlefield


quote:

ORIGINAL: crispy131313

Has anyone tried this? I will likely have an update soon, so any feedback to the current version would be appreciated.

Put deep in my own mod, so I have no time to try. I'll make up for that, Crisp! But I believe that this section of the forum is (quite rightly) understood as a technical area on which hardly a normal player is lost. Our mods will only reach an edge region audience here by chance. Before its bad reorganization, the "promotional drum" for publications on "Battlefront.com" was much better organized. Unfortunately the Matrix Games Staff grouses when someone changes with a finished mod in the central forum. Well, maybe Matrix Games is still doing a little bit here when they realize how intense the mod scene of SC is.


Yes the mod scene is very quiet, of course the game is just out so it's understandable. I'm not very familiar with Matrix to know if they support mods or not. Which would be a shame, I've actually seen a lot of my previous stuff incorporated into the main titles. (Trade with USSR, Spain, Turkey, Switzerland, Norway invasion decision, Brazilian Expeditionary, the current rendition of Destroyers for Bases etc.) Much of these ideas come from mods, whether admitted or not


P.S. I have the deadest AAR ever - nobody cares about my mod LOL!!



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Live Long and Prosper,
Noah Nason
LTC Field Artillery
US Army Retired

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Post #: 314
RE: Fall Weiss II - 1/4/2018 5:47:27 PM   
crispy131313


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Yes I forgot, but 10.2 at this point only has updates to NATO sprites so you are not missing out.

And thank you.

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Post #: 315
RE: Fall Weiss II - 1/7/2018 1:06:39 PM   
gingerbread


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Hi,

I'm trying out the mod and so far I'm mostly positive. I like the expanded diplo game but I'm a bit shall we say reserved regarding the divisions. I might come around - I'm currently in July '41.

IAC, in the Axis AI June 20 1941 turn there was a message the a German-Turkey friendship agreement was signed. Since I had invested rather heavy in Allied diplo to Turkey, I wanted to check the effects of the treaty on the Allied dipomatic future with Turkey. The only thing I found was this:

ALIGNMENT_POSITION= 173,74 [1]

Checking the manual for this term, I could not find anything specific, so what does it mean in the diplo aspect?

Also, I noted that the could be a bug that allowed the event to fire:

; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and Fully Active
; 2nd Line - Turkey politically aligned with Allies (not fully active) and not surrendered
; 3rd Line - USSR politically aligned with Allies and Fully Active
; 4th Line - Bulgaria politcally aligned with Axis and Fully Active
#VARIABLE_CONDITION= 45 [1] [100] [0]
#VARIABLE_CONDITION= 111 [2] [0] [0]
#VARIABLE_CONDITION= 116 [2] [100] [0]
#VARIABLE_CONDITION= 45 [1] [100] [0]

Here the comment to the 4th variable condition states 'Bulgaria politically aligned...', but the country code specified in the 4th condition is for Germany (45), repeated from the 1st condition. In my game, Bulgaria is 57% Allied. You might want to review this event (DE 910).

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Post #: 316
RE: Fall Weiss II - 1/7/2018 1:42:21 PM   
crispy131313


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Hi Gingerbread.

Bulgaria as an Axis minor was meant to be removed as a variable, so given that I accidentally doubled it as a check for Germany is not a problem luckily. But thanks for pointing it out!

As far as the event firing you should not worry about your diplomatic investment. The Treaty of Friendship which was signed between Germany and Turkey (via German Decision Event) is a prelude to German and Turkish trade agreements.

Treaty of Friendship with Turkey

Mein Führer, German ambassador to Turkey Franz von Papen and the Turkish Minister of Foreign Affairs have drawn up a Non-Aggression Pact with Turkey. This treaty of Friendship will open the door to improved economic relations between our two nations. It is important that if we sign this treaty that we abide by it, otherwise we may suffer severe relations with our other non-belligerent allies. Mein Führer should we sign the Treaty of Friendship with Turkey?

Historically, the German Government and the Turkish Republic inspired by a desire to place relations between the two countries signed the Non-Agression Pact in June 1941. The Agreement also binded the nations to enter into negotiations for mutual economic benefit. If you select (YES) Turkey will move 2-4% closer to the Axis and Germany may have the opportunity to establish future trade agreements. You should select (NO) if you have intentions to invade Turkey. By betraying the non-aggression pact we will negatively affect diplomatic affairs with other non-belligerent nations in Europe.


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RE: Fall Weiss II - 1/16/2018 3:56:23 PM   
crispy131313


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Version 11.0 has been uploaded

https://www.dropbox.com/s/9p2uneuxzet92p1/Fall%20Weiss%20v11.0.zip?dl=0

The main changes I've made since 9.1 (available with the DLC) are listed below.

Pro Allied:
- Added some units to USSR Production Que (to assist with 1941-42 Winter Counter Offensive)
- Added some USSR infantry reserve units in 1941 via events (3 Divisions, 2 Corps, 1 Army)
- Added UK Research chit into Infantry Weapons
- Blocked Italian Diplomacy Towards Greece
- Increased USA Industrial Technology multiplier upwards by 5%
- Reduced Italian Battleships to strength 8 to start the campaign
- UK player will now receive Duke of York Battleship (1941) and Howe Battleship (1942) rather then just AI
- Amended Turkish Mobilization After Invasion of Poland
- Changed Iraqi Reinforcements (via situational decision) to produce an Iraqi Garrison instead of an Infantry Division

Pro Axis:
- Added late war German Decision Events to deplete Kriegsmarine of personnel and form Infantry Divisions
- Hungary will now reinforce Fall Blau with an Infantry Corps rather then Infantry Division
- Increased Romania HQ Build Limit by 1
- Reduced German Industrial Tech cost to 125

Neutral:
- Lutzow Decision is now for a Heavy Cruiser

Housekeeping:
- Updated NATO Sprites
- Minor updates (popups, notes to decisions).
- Some changes to AI Units, Diplomacy etc. (Single Player)
- Updated for changes/fixes in BETA patches which went live today as applicable.

Most of these changes were to restore balance as the Axis may have tilted ahead a bit in version 9.1

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RE: Fall Weiss II - 1/16/2018 5:15:51 PM   
JMAC039122


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When I try to download version 11 from dropbox. The screen message I see is that the file is uploading and unavailable. Looking forward to the new version.

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RE: Fall Weiss II - 1/16/2018 5:28:17 PM   
crispy131313


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quote:

ORIGINAL: JMAC039122

When I try to download version 11 from dropbox. The screen message I see is that the file is uploading and unavailable. Looking forward to the new version.


Thanks for the note. I'll re-upload once I am home.

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RE: Fall Weiss II - 1/17/2018 12:15:15 AM   
crispy131313


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I have re-uploaded the file for anyone who was having trouble. The link is the same:

https://www.dropbox.com/s/9p2uneuxzet92p1/Fall%20Weiss%20v11.0.zip?dl=0


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Post #: 321
RE: Fall Weiss II - 1/17/2018 4:45:52 AM   
Sugar

 

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Would be nice if you could actualize the new version into the Matrix modlist, if possible.

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Post #: 322
RE: Fall Weiss II - 1/17/2018 12:31:28 PM   
crispy131313


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quote:

ORIGINAL: Sugar

Would be nice if you could actualize the new version into the Matrix modlist, if possible.


I am open to it, I'm not sure how often the DLC will be updated however.

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Post #: 323
RE: Fall Weiss II - 1/17/2018 2:22:07 PM   
Cataphract88


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Thanks for updating.

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Post #: 324
RE: Fall Weiss II - 1/19/2018 12:26:49 AM   
crispy131313


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*

< Message edited by crispy131313 -- 1/19/2018 1:04:02 AM >


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Post #: 325
RE: Fall Weiss II - 1/24/2018 4:44:15 PM   
whitewolfmxc

 

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Small rent here XD (still love the mod though XD)

so started a new ver 11 as italy

seems the bonus to the UK is over done in the middleast lol , realistically when north africa was starting UK had roughly 36000 men , and italy had like 270000 , yet in game starting italy in north africa is 2 units and 1 unit of arty ok so i spend my (already low as hell) resources to move my main land unit to africa , i had no pre war build up at all because of this , be it research or build / fix my understrength units , then the war started and theres like 10 + units from UK alL ELITE bonus and research bonus , while my already low stack count and quality makes it not even a contest for UK not at all. at least give them back thier numbers as per historically

and perhaps add a special event to move the mainland italy units without costing that much resources ? it seemns impossible to win north africa at all with italy at this set up lol (and also malta does way too much damage to supply way way too much lol)

anyway , good mod though , love the new eastern front addons so far (opened a second game as soviets)

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Post #: 326
RE: Fall Weiss II - 1/24/2018 5:09:58 PM   
crispy131313


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I have received a lot of feedback regarding the British AI advantage in North Africa, it is often the one sour point, so I will look into making this an option (like a hard mode) since it is really the only unhistorical piece of the game I have included. I still include it because it's the only way I find the British have a chance at pressing Italy.

Malta remains only as effective as the Vanilla campaign.



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Post #: 327
RE: Fall Weiss II - 1/26/2018 5:31:55 PM   
sad ham

 

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quote:

ORIGINAL: crispy131313

I have received a lot of feedback regarding the British AI advantage in North Africa, it is often the one sour point, so I will look into making this an option (like a hard mode) since it is really the only unhistorical piece of the game I have included. I still include it because it's the only way I find the British have a chance at pressing Italy.

Malta remains only as effective as the Vanilla campaign.





Maybe you can have the same effect without going so unhistorical, but simply downgrading the italians.

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Post #: 328
RE: Fall Weiss II - 1/26/2018 6:40:45 PM   
crispy131313


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Italy is balanced for PBEM play, it is to offset the tendency for a human player to simply stack the cards against Egypt when playing the AI that I wanted to counter.

Do you have any suggestion to implement against the AI?

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RE: Fall Weiss II - 1/27/2018 5:23:29 AM   
Professor Chaos

 

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On the other side of the coin, how many freebies does the Axis AI get on Expert mode? I'm in August 1941, and the Germans have 3xHQ in North Africa; I've destroyed 2 tank corps but there's still a third 12-stength tank corps plus a mechanized corps.

If I turn off FOW there's a solid wall of Italian/German units 3-4 hexes deep attacking Greece, including FOUR Italian HQs... how does Italy afford that? Something like a dozen U-boats all over the map.... plus of course massive forces operating in Russia...


< Message edited by Professor Chaos -- 1/27/2018 5:24:44 AM >

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All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> RE: Fall Weiss II - Version 10.1 Page: <<   < prev  9 10 [11] 12 13   next >   >>
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