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RE: 653H Mod - 6/14/2017 3:54:17 PM   
Iñaki Harrizabalagatar


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Thanks, I have Glantz also but I don't want to get too deep into OOBs. For instance I plan to make early Soviet armies and no Corps, that will not upgrade, so that the best thing you can do with them is disbanding them as soon as possible.

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Post #: 151
RE: 653H Mod - 6/15/2017 5:46:09 PM   
Iñaki Harrizabalagatar


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BTW I am starting with my mod and I have noticed that Mech units is not a Hard Type, it is light armor, that could have important effects in gameplay I guess.

I have seen in your mod that you changed the names of Tech researched, how can you do that?

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Post #: 152
RE: 653H Mod - 6/15/2017 10:52:54 PM   
sPzAbt653


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quote:

Mech units is not a Hard Type

I used the Division slot for Mech Units as that slot is for Hard Targets. There were a few cases where I wanted a division sized unit, and I used the Garrison unit for those [for example, the Italian Garrison on Rhodes was the 50.Regina Div].

quote:

changed the names of Tech researched

Find the Localization file in the 1939 Campaign and save it into your mod. This has all kinds of neat stuff that you can change. Look for the '#RESEARCH_ID' numbers and also the '#GAME_RESEARCH_MENU_TEXT' to change the descriptions

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Post #: 153
RE: 653H Mod - 6/16/2017 10:28:43 AM   
sPzAbt653


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Now I am wondering how Vichy Algeria is activated in order for Torch to happen. Although this is a mod, I haven't intentionally changed anything that has to do with this type of event. However, I have not seen a US Torch type invasion in any of my games. So I started investigating and I don't see where it is set to trigger in the scripts Belligerence, Decision, any of the four Mobilizations, or War Entry. I do see the Fleet scripts for Torch. So how in the stock campaigns is Algeria brought into the war by the Allied computer so that Torch can happen ?

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Post #: 154
RE: 653H Mod - 6/16/2017 9:25:30 PM   
Iñaki Harrizabalagatar


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quote:

ORIGINAL: sPzAbt653

quote:

Mech units is not a Hard Type

I used the Division slot for Mech Units as that slot is for Hard Targets. There were a few cases where I wanted a division sized unit, and I used the Garrison unit for those [for example, the Italian Garrison on Rhodes was the 50.Regina Div].

quote:

changed the names of Tech researched

Find the Localization file in the 1939 Campaign and save it into your mod. This has all kinds of neat stuff that you can change. Look for the '#RESEARCH_ID' numbers and also the '#GAME_RESEARCH_MENU_TEXT' to change the descriptions

Many thanks! Btw did you modify the defence bonus? I am planning to do it because the values seem odd, with​ armour having double the bonus of infantry in cities, for instance.

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Post #: 155
RE: 653H Mod - 6/17/2017 3:43:48 AM   
sPzAbt653


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In some cases I did, but I did not keep a change record so when I want to check something I have to open the stock campaign to compare to. In that specific case I don't remember changing the city bonus, though.

Edit: Thinking about it ... the Tank units in 653H are corps sized, so I guess that in a 15m hex the whole corps wouldn't be considered to be contained within a city, rather it would be defending in and around, so maybe the bonus isn't inappropriate ?

< Message edited by sPzAbt653 -- 6/17/2017 3:47:38 AM >

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Post #: 156
RE: 653H Mod - 6/17/2017 10:10:56 AM   
Iñaki Harrizabalagatar


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quote:

ORIGINAL: sPzAbt653

In some cases I did, but I did not keep a change record so when I want to check something I have to open the stock campaign to compare to. In that specific case I don't remember changing the city bonus, though.

Edit: Thinking about it ... the Tank units in 653H are corps sized, so I guess that in a 15m hex the whole corps wouldn't be considered to be contained within a city, rather it would be defending in and around, so maybe the bonus isn't inappropriate ?

That doesn't sound logic, if the unit is not in the city then why the terrain bonus, different from clear terrain? There is a pattern in the defence bonus section in which armour receives higher bonus than infantry in close terrain like cities and woods, and even mountain, and it doesn't seem correct to me.

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Post #: 157
RE: 653H Mod - 6/17/2017 10:38:15 AM   
sPzAbt653


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Ok then, I'll bow out of that discussion. I haven't noticed that Tanks are more difficult to defeat when in cities, but I will pay more attention now.

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Post #: 158
RE: 653H Mod - 6/19/2017 2:53:00 PM   
sPzAbt653


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Can we change the values for Mines and Oil ? It seems they are worth either 15 or 30 MPP, but it would be nice to customize them a bit to reflect their different outputs.

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Post #: 159
RE: 653H Mod - 6/19/2017 4:36:32 PM   
BillRunacre

 

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quote:

ORIGINAL: Iñaki Harrizabalagatar

Many thanks! Btw did you modify the defence bonus? I am planning to do it because the values seem odd, with​ armour having double the bonus of infantry in cities, for instance.


Hi Iñaki

It's actually the other way around, as the defence bonuses apply to the defender when they are attacked by that unit type, so Tank Defense Bonus = bonus provided by that terrain when defending it against tanks.

Bill

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Post #: 160
RE: 653H Mod - 6/19/2017 4:38:25 PM   
BillRunacre

 

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quote:

ORIGINAL: sPzAbt653

Can we change the values for Mines and Oil ? It seems they are worth either 15 or 30 MPP, but it would be nice to customize them a bit to reflect their different outputs.


Yes, if you go to:

Campaign -> Country Data -> Edit Resource Data

Then you can amend the values of resources.

Bill

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Post #: 161
RE: 653H Mod - 6/19/2017 5:26:33 PM   
sPzAbt653


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quote:

Campaign -> Country Data -> Edit Resource Data

But that is by Country, and I was interested in individual values. For example, the difference in output between Maikop and Baku.

I was recently looking at Oil Production numbers and while I didn't find anything surprising, the actual numbers are interesting. While they vary depending on the source, on a scale of 1-100 for amount of oil produced by a country in 1940, with the USA at 100 other countries would be roughly as follows:
USSR = 16
Iran = 6
Rumania = 3
Iraq = 2
Germany = .4
Hungary = .1

Go USA !!

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Post #: 162
RE: 653H Mod - 6/19/2017 5:34:53 PM   
Iñaki Harrizabalagatar


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quote:

ORIGINAL: Bill Runacre


quote:

ORIGINAL: Iñaki Harrizabalagatar

Many thanks! Btw did you modify the defence bonus? I am planning to do it because the values seem odd, with​ armour having double the bonus of infantry in cities, for instance.


Hi Iñaki

It's actually the other way around, as the defence bonuses apply to the defender when they are attacked by that unit type, so Tank Defense Bonus = bonus provided by that terrain when defending it against tanks.

Bill

Well, that makes sense! many thanks Bill

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Post #: 163
RE: 653H Mod - 6/20/2017 2:36:12 PM   
BillRunacre

 

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quote:

ORIGINAL: sPzAbt653

quote:

Campaign -> Country Data -> Edit Resource Data

But that is by Country, and I was interested in individual values. For example, the difference in output between Maikop and Baku.



This can be approximated in a different way - by adding more Oil resources in one area than another, and perhaps not giving them all a rail connection, as without it to a Capital/Industrial/Primary Supply Center then their MPP value will be less.

Interesting figures, some of the others really pale into insignificance in comparison, important though they were to their respective side.

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Post #: 164
RE: 653H Mod - 6/20/2017 5:59:02 PM   
sPzAbt653


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quote:

by adding more Oil resources in one area than another, and perhaps not giving them all a rail connection

Thanks, and I will keep this in mind when I get to crunching MPP numbers.

This is why I feel that Oil [and Manpower] is an important factor that should be a separate consideration in a game of strategic scale. Been playing this for a year now and I've never had a game as Germany where I felt like I really needed to go for Baku in order to alleviate the fuel consumption problem. It's ok for the Allies, they always had other sources, so their strategic concern with oil was preventing Germany from getting it.

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Post #: 165
RE: 653H Mod - 6/22/2017 10:40:51 PM   
sPzAbt653


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The version I am working on has redone the convoy system to where it is all different, but I don't think that would have anything to do with what I think I am seeing. The top part of the screen shot is the Convoy box, and I have assigned 50% of the UK's MPP's to the USSR, which it is showing to be 329 MPP's. At the end of the turn the display shows that the UK is sending only 230. I haven't changed any settings in several turns and have been observing this for a while, so I think there is something wrong in the calculations, or am I looking at it wrong ?




Attachment (1)

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Post #: 166
RE: 653H Mod - 6/23/2017 2:53:53 PM   
BillRunacre

 

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It's the 329 that seems wrong, as that's more than 50% of income received that turn. I'm not sure exactly how that 329 is calculated or whether it is referring to potential income, i.e. if all resources were at full strength. Would that make any sense in your scenario, i.e. if there are UK resources at less than full strength?

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Post #: 167
RE: 653H Mod - 6/23/2017 4:00:35 PM   
sPzAbt653


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quote:

are UK resources at less than full strength?

I don't see any, except for Jan Mayen Island where I put a town and it is at 3 instead of 5, I guess because it is all by itself on that little island

How about this: 460 + 198 = 658, 658 x 50% = 329. Just a coincidence ? Or is it adding the USA convoy in before it makes the actual calculation ?

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Post #: 168
RE: 653H Mod - 6/23/2017 4:10:55 PM   
BillRunacre

 

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You may well be right, as it would seem rather coincidental.

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Post #: 169
RE: 653H Mod - 6/26/2017 6:12:47 PM   
Hubert Cater

 

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Hi sPzAbt653,

There is a bug here and the bug is actually in the Convoy screen where you are assigning the transfer amount percentage. It looks like when you set it to 50% it was not actually then being recorded as the new transfer percentage, and the previous percentage, likely 35% was being held.

So the 329 amount is correct in the Convoy screen as the % transferred to the USSR takes into account all incoming MPPs, so it would be 50% of 460 + 198, i.e. 658 * 50% = 329.

When the final MPP transfer screen showed during the end turn sequence it was instead 658 * 35% = 230

I'll fix this for the next update,
Hubert

However,

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Post #: 170
RE: 653H Mod - 6/26/2017 7:37:40 PM   
sPzAbt653


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Hi Hubert,

I don't know if this will help when you fix it, but I don't think the previous percentage is being used because the Convoy script starts at 15% and the first turn that it was active I changed it to 50%. The above screen shot was from many turns later and I had never changed it from 50%, so my opinion would be that the final calculation is being done before the total is calculated [460 x .5 = 230, not 638 x .3605 = 230].

Thanks, Steve

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Post #: 171
RE: 653H Mod - 6/27/2017 11:47:30 PM   
Hubert Cater

 

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Can you send me a saved turn where I can see this in action and test it out and make the necessary corrections?

Thanks as I think this might be the only way for me to properly track it down and fix it.

support@furysoftware.com

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Post #: 172
RE: 653H Mod - 6/28/2017 3:42:00 PM   
wurger54

 

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Definately a top notch mod... Thanks!

A little feedback after playing '39 & 40 as the Germans. Like the mods to the economy, unit purchases, unit options, etc. OB seems more along the lines of my reading and when compared with other games. Like the map changes, more along the lines of what my eye is used to. Play seems to flow nicely. Took France in a timely manner. Working on Malta, which seems tougher. I like the event additions. We'll see how Barbarossa plays.

Things I don't much care for: Where'd the destroyers go? My U-boats and PBs are running amok and haven't been challenged yet. The Brits are camped out around Denmark, even though I have planes attacking them. I lost Scharnhorst, and I guess, associated DDs, trying shoe them away. Not having German armies takes some getting used to, although not really something I dislike. I liked having the extra hitting power the armies seemed to have. I'm sure it will play better in Russia.

A personal preference is alternating weekly turns.

Appreciate the hard work in putting this mod together.

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Post #: 173
RE: 653H Mod - 6/28/2017 4:12:19 PM   
sPzAbt653


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Naval Units represent Task Forces and Battle Groups, but still retain
their Capital Ship names [it's nicer that way]. There are few
Cruisers or Destroyers, except for some specific cases.

But I was never happy with it either and have tried several different configurations over the past six months and am fairly happy with the newest bright idea, which is close to being posted [spoiler alert: it involves no naval units except for subs and a few destroyer units].


quote:

I liked having the extra hitting power the armies seemed to have.

Valid point that others will share, but with an historical oob that goes out with the bath water. It plays different but I don't think it is better or worse either way.

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Post #: 174
RE: 653H Mod - 6/28/2017 4:20:25 PM   
sPzAbt653


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quote:

A personal preference is alternating weekly turns.

Based on my own experience with other games covering the same scale and time frame, I like this solution or alternative to having to play every turn during the winter periods where operations are greatly reduced, leaving the player with little to do except to wait for spring to come. It might make a Battle of the Bulge or Soviet Winter Offensive a little difficult to pull off, but I haven't wanted for either of those in all of the games that I have played [there are always other things to do].


quote:

Appreciate the hard work in putting this mod together.

Thanks very much, appreciate that! And as I said, a newer version is coming soon, with so many changes I have to rename it.

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Post #: 175
RE: 653H Mod - 6/28/2017 10:42:07 PM   
wurger54

 

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In War in Europe the winters of 39/40 and 40/41 are always a slog. After that winter turns are about as busy as any others. I'll be curious to see how Russian winter offensives play with the scaled turns.

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Post #: 176
RE: 653H Mod - 7/9/2017 1:18:21 PM   
Rodimstev

 

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Hi all,

i have the same issue as Beachinnole, i think that i put this mod in the false directory...so have you got the possibilty to say me what is this directory?

Thanks in advance

Rodim

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Post #: 177
RE: 653H Mod - 7/9/2017 2:11:00 PM   
sPzAbt653


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See Post #2 of this thread, and if you still don't get it go here to see the full explanation:
http://www.matrixgames.com/forums/tm.asp?m=4300169

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Post #: 178
RE: 653H Mod - 7/10/2017 4:47:58 PM   
Rodimstev

 

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thanks a lot all work is fine.

Rodim

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Post #: 179
RE: 653H Mod - 11/1/2017 9:13:52 AM   
Amadeus

 

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Question to designer of Mod: Is there any different between Corps and Waffen SS Corps?

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Post #: 180
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