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RE: Fall Weiss II 14.0

 
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RE: Fall Weiss II 14.0 - 8/10/2018 12:54:07 AM   
Taxman66


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Part of the problem is just the way the AI tackles Poland from the base game.
It insists on trying to kill everything and gets hung up attacking that fortress next Warsaw.

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RE: Fall Weiss II 14.0 - 8/10/2018 1:21:48 AM   
crispy131313


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I've found a work around, German AI can take Poland in 2-4 turns now, PBEM set up will remain the same too. Thanks for pointing this out! I haven't played the AI very much lately.

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RE: Fall Weiss II 14.0 - 8/10/2018 4:49:03 PM   
Cataphract88


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Thank you for taking the time to continue improving and developing your mod.

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RE: Fall Weiss II 14.0 - 8/15/2018 8:18:34 PM   
Taxman66


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V19 as Allies and Canada hasn't joined the war as of the November 1939 Allied turn start.

Is this incredible bad luck or a bug? I can send you or upload the save game if want.

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RE: Fall Weiss II 14.0 - 8/16/2018 12:20:11 AM   
crispy131313


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Sounds like incredibly bad luck. I've never changed the variable entry and I've never experienced it going that long.

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RE: Fall Weiss II 14.0 - 8/16/2018 2:20:40 AM   
Taxman66


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They joined at the end of the first November turn.


Oh, btw, I think you are giving the AI way too much help.

AI Italy has 4 HQs and 2 full strength Armor units in May 1940. Not to mention she has fully repaired her air units as well.
AI UK at the same time point is even more silly with the number of units in both England and Egypt, not mention having upgraded a significant portion of her fleet to Naval Weapons 1.

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RE: Fall Weiss II 14.0 - 8/16/2018 3:07:37 AM   
crispy131313


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Generally the AI has a lot of help, but in my experience it's really all I can do to help the AI match history. As an example right now I am playing an AI match and I will report where I am.

I played a very standard match, Poland>Norway>Low Countries>France>Greece>Yugoslavia>USSR, and I have not committed any German units other then the DAK to North Africa. Basically following the historical script exactly. I declared war on USSR the final turn of May 1941. AI settings are on max.

It is now the beginning of the turn December 31, 1941 and I am pretty close to achieving historical results (See below). Unfortunately the AI will always need extras to make a game of it. Perhaps if you are unfamiliar with the AI getting so much help it will be difficult the first couple of games, but I would see that as a bonus as I purposely tried to make the AI challenging however I could, as it will never compare to a PBEM opponent in a balanced arena.





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< Message edited by crispy131313 -- 8/16/2018 3:13:38 AM >


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RE: Fall Weiss II 14.0 - 8/16/2018 10:54:13 PM   
Taxman66


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Curious v19 Axis AI choices, I've encountered:

Tried to pick up Greece, then had Italy Declare War on it. May have been too late to get it.

Sent no extra German units to North Africa, even after Tobruk fell and Benghazi threatened. In light of
the fact that German has scads and scads of extra units.

(These next 3 are sort of linked together and seem like silly choices, at least 2 & 3).

Attacked Yugo in the dead of winter.

Gave Russia equipment that knocked her Mobilization down about 8% (I think ~33%->~25%).*

Decided to launch Barbarossa on April 15, 1941. With Rain and Mud as the weather.
Killed the Mech units, and not all of them were cut off either, while all the Air units will escape.
The Russian HQ probably won't escape but might be able to be killed while in supply next turn.



*BTW, I hate the idea of this DE being forced on Russia with no input from Russia.


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RE: Fall Weiss II 14.0 - 8/17/2018 3:02:38 PM   
Batavian

 

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Thank you Crispy. Can't wait to try this out.

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RE: Fall Weiss II 14.0 - 8/29/2018 11:01:17 PM   
Stryder


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Taxman, I had the a similar issue. As the allies, I was able to roll through and conquer Africa without a struggle. There were no reinforcements sent and even conquering all of Italy was easy after that. I was giving the AI a 10% advantage and +1 spotting.

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RE: Fall Weiss II 14.0 - 8/31/2018 1:21:36 AM   
crispy131313


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Thanks for the feedback, I will look into the Axis behavior in North Africa. It should be less easy, (and less Italian HQ too).

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RE: Fall Weiss II 14.0 - 8/31/2018 10:11:25 AM   
Taxman66


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I would check on that early Barb decision tree too.
Why give Russia equipment (to lower her mobilization) if you are going to attack that early anyway?
Also probably best to have a check to delay (early) Barb if the weather is bad.

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RE: Fall Weiss II - 9/2/2018 10:03:22 PM   
aesopo

 

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Trying alternative strategies. Had axis and rejected Molotov deal. Soviet readiness still held around May 41. Went Benelux, Denmark, Norway route- left Yugo alone. Still ready to jump on USSR by then. There should be a massive jump in USSR readiness to make this gamey stratagem not work. In another game, I tried again as axis rejecting Molotov and then going after the Baltic states one by one, of course DOW by USSR when I DOWed Estonia.Then Finland joins, but then Moscow peace deal fired but Finland remained at war against USSR simultaneously Finnish territory was surrendered to the USSR?

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RE: Fall Weiss II - 9/3/2018 2:30:27 AM   
dhucul2011

 

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What a fantastic MOD Crispy.

As Axis on veteran I did Poland, Denmark, Norway, Netherlands, Belgium, France and then Sealion followed by Greece and Yugoslavia.

By the time the USSR DOW'd me in August 1941 I was in Scotland fighting the Americans and British and was closing in on Cairo.

The Eastern Front became a WW1 war of attrition and the USSR put up a big fight in Iraq and Persia until Axis victory in 1945.

Some observations:

1. I still think Germany has way too many infantry units available. With all of the extra units from DEs I never ran low on German manpower. I would suggest a further reduction in garrisons, divisions, corps and armies by 25%.
2. Ramp up the oil shortages. I never got near the Caucasus and never really suffered from the shortages when they did happen.
3. The German High Command got angry about Yugoslavia joining the Allies even after I had DOW'd them.
4. The AI (from base game) is broken after a successful Sealion. The attempts to invade Cornwall, Devon and South Wales are easily stopped by the Italians with their expanded air force. I would suggest some additions to possibly invade Spain, Norway and/or France at the same time.
5. With the secret Irish protocol I think you may have to put in some AI scripts for the US airforce to move to Ireland. They didn't show up at all. When the game ended in 1945 there were twenty US air units in Eastern US.
6. You may also have to add some AI scripts to do something, anything, with the UK after Sealion. At end of game there were fifteen UK land units in Canada.

Thanks for all of the hard work.


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RE: Fall Weiss II - 9/3/2018 10:19:41 AM   
sillyflower


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Will my v. 17.0 games work if I upgrade to 19.0?

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RE: Fall Weiss II - 9/6/2018 4:41:47 PM   
whitewolfmxc

 

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ver 19

1) strange enough in all my games Greece joins axis and bulgaria joins allies ? lol

2) also AI help on British side on egypt is ridicilious lol yet italy has no help at all (besides Afrika corps) XD hahahha seeing italy use 2 units to attack my 10 units in africa is hilarious

3) Finns really need some more unit choices (and qty as well ) on the start up , even after the event it is hardly any threat to soviet (and soviets now get new events to tough up that boarder area as well , so finns has no chance at all)

at least let finns build Arty and anti tank units ?

4) is it just me or i have never seen an German AI try sealion option ? (or in fact even battle of britain air war ?)

5) seems liberated nations dont have AI ? im talking about major nations like italy etc , they dont spend MP or do anything with the units ?

< Message edited by whitewolfmxc -- 9/17/2018 3:26:40 AM >


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RE: Fall Weiss II - 9/29/2018 6:33:02 PM   
elxaime

 

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V 15.0 PBEM

Just had a weird occurrence as Allies I've never seen before in any game. I bought a UK HQ (Montogomery) and a garrison. This is June 1940 or so. Then they instantly - I mean immediately after I bought them - appeared in a pop-up window for placement in UK. No build time. Anyone else seen this? This seems a nasty bug.

EDIT: my opponent reports the same - instant construction. I am wondering if it is some kind of bug that has been inserted later since we are using an older version of the mod. Perhaps this is due to some update since in vanilla. Anyway, I am suggesting a restart using 19.0 and we will see if the bug replicates.

< Message edited by elxaime -- 9/29/2018 7:59:59 PM >

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RE: Fall Weiss II - 9/30/2018 11:32:42 AM   
sillyflower


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I think that instant vs delayed(normal) production is an option so someone probably pressed the wrong button when setting the game up

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RE: Fall Weiss II 14.0 - 9/30/2018 11:39:41 AM   
sillyflower


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quote:

ORIGINAL: crispy131313


Did you extract the downloaded folder into your Campaign folder? Not the game one, but the one in this directory.

C:Drive > Users > My Profile > Documents > MY Games > SC3 > Campaigns


I downloaded v.19.0 intending to have it alongside 17.0 which is the version used for my current games. It is installed in this file and 17.0 disappeared. However, I can still play 17.0 but not 19.0. I attach the evidence that I'm not wholly bonkers......




Attachment (1)

< Message edited by sillyflower -- 9/30/2018 11:40:38 AM >


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Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

Reply: They already know you're a gamer. What other shame can possibly compare?

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RE: Fall Weiss II - 9/30/2018 12:51:54 PM   
elxaime

 

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quote:

ORIGINAL: sillyflower

I think that instant vs delayed(normal) production is an option so someone probably pressed the wrong button when setting the game up


Ah, I did not know that! That's probably what my opponent did. No one had used that option before so I didn't even know it existed. I didn't purchase units until around turn 6, so that is when I discovered it. Since it is an option, not a bug, my opponent wanted to play on. However I would not have wanted to use that option in the first place, so I resigned.

I suggest in the future that anyone starting a new PBEM game let people know in advance if they intend to use optional rules, as it will avoid later confusion. I would not have taken the game if I knew we were using instant-deployment, but perhaps someone else would have been fine with it and taken the game.

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RE: Fall Weiss II - 9/30/2018 1:13:16 PM   
sillyflower


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Xaime

Before you accept a game up from the screen, mouse over the scenario description and you can see what options are being used. I have to say that I haven't come across instant production being chosen. I wouldn't play with it either.

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RE: Fall Weiss II - 9/30/2018 8:47:09 PM   
elxaime

 

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Thanks - never thought to check options before, will do so now.

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RE: Fall Weiss II - 10/8/2018 9:32:24 PM   
ThunderLizard11

 

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Playing v19 - question on changes to France surrender conditions - I have taken Paris and capital has moved to Bordeaux - I have to go capture Bordeaux to get France to offer Vichy - was this an intentional change? I also noticed that the BEF stays in France rather than leaving quickly as in vanilla.

Also, what am I supposed to be doing with Finland? Looks like you don't actively engage in Winter War?

And - why does Portugal join WW2 at onset? Should Germany invade them after taking France?

< Message edited by ThunderLizard2 -- 10/8/2018 10:32:11 PM >

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RE: Fall Weiss II - 10/9/2018 7:49:51 PM   
crispy131313


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All of what you are seeing in France (Bordeaux, BEF) is still the same from vanilla I have not made these changes. In fact BEF and Bordeaux are often in correlation as the presence of the BEF will usually trigger the French to keep fighting and move their capital.

I weighed the option of simulating the Winter War and it would be a crazy amount of work for only 2-3 turns per side. Finland's focus should be preparing for the continuation war.

The UK has an event that will trigger Portuguese war entry, it is one of the many variants I put into the game so it's not always the exact same war. If Portugal joins the war then you should focus on bringing Spain into the fold, rather then attempting an expensive/risky amphibious invasion on such a small country.



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RE: Fall Weiss II - 10/12/2018 12:41:26 AM   
ThunderLizard11

 

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Nice mod Crispy.

Just ran an Axis campaign through Feb '45 and am abandoning as writing is on the wall for Axis. I find late game performance too slow to drag out to the bitter end but that's a vanilla issue.

A couple observations:
* The RN seems much stronger than vanilla or subs have been nerfed or both? This is the biggest change I noticed. In vanilla, it's way too easy to take out the RN in both Atlantic and Med.
* Allies attacked Algeria which I've seen once before in vanilla but also attacked Spain. Portugal already joined Allies at beginning so there were tons of units in Iberia when they DOWed Spain. Is this a mod change?
* Allies still do a poor job with transport escort. I think HC worked on this some in his recent Sea Lion campaign mod.
* Do Soviet's get buffs versus vanilla? Seems like there's more units but hard to know.
* Finland seemed to suddenly quit the war - not sure what happened as I missed the message I guess but all of a sudden their units disappeared.

Thanks for the efforts!

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RE: Fall Weiss II - 10/12/2018 2:18:16 PM   
crispy131313


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Their are more naval units in general for both sides in the game, the RN is strongest of all of course and the AI in general gets some additional units in all aspects of the game. The biggest change is the Axis surface fleets are 2x more expensive to maintain (repair) then the RN and American Navy.

The Allied invasion of Spain is a mod change, it is a variable strategy that will only happen every once in a while.

I am aware of the Sealion mod and have been looking through it to see if I can figure out what was changed and use it as well.

The Soviets get buffs vs. Vanilla, for both AI and PBEM.

Finland will quit the war if their National Morale drops below 50%

- Thanks for the feeback, the mod is more geared towards PBEM lately as I find it much more enjoyable but I do make efforts to keep the AI game fun as well.

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RE: Fall Weiss II - 10/15/2018 9:56:04 PM   
ivanov


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A silly question- there're two download links - which one should I use? Also, is it possible to use this mod with SIPRES High Res Mod, or it wouldn't work because there're some new units in Fall WEiss?

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RE: Fall Weiss II - 10/16/2018 12:59:11 AM   
crispy131313


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I've updated the front page to show only one link, and you are correct that the customer bitmaps created by others would not work because I've changed the units.

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RE: Fall Weiss II - 10/16/2018 2:00:59 AM   
ivanov


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Great, thank you for the info!

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RE: Fall Weiss II - 10/16/2018 2:48:31 AM   
crispy131313


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Version 20.0 has been uploaded

https://www.dropbox.com/s/jxwfv61jb9s3qs8/FallWeissDLC.zip?dl=0

Poland Purpose is to help the Axis AI defeat Poland faster
- Added strength scripts to weaken Polish units near Warsaw vs Axis AI.

Eastern Front Shock Armies will have better Tank/Light Armour defense for much of the campaign before reaching equilibrium with Infantry Armies at the highest researched level. German manpower is further reduced as well.
- Boosted USSR Shock Armies Tank/Light Armour defense research increments from 1 to 1.5 per level.
- Boosted USSR Shock Armies starting Tank/Light Armour defense stats from 2 to 2.5
- Added 1 Anti-tank, 1 Heavy Artillery unit to Finland build limits.
- Reduced German Build limits further by 10 Infantry Corps, 5 Garrison.

North Africa Meant to slow a rapid British advance against the Axis AI before arrival of the DAK
- Amended Italian AI units in North Africa (1940).
- When playing against Axis AI, British Forces will Mobilize In Egypt no earlier then September 1940.

Sealion Much needed tweak for AI play
- Adjusted Post Sealion Allied AI based on the Sealion Mod provided by the game designers.

Allied Bombing Campaign Desire is for the USA to have a HQ with experience available to compete with an experienced German HQ commanding German aircraft in PBEM play
- Added new HQ (Arnold, rating 6) to USA build limits
- Added Arnold HQ to USA production Que with 2 experience

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