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Elite Forces Mod - 6/7/2018 3:04:48 PM   
TheBattlefield


Posts: 507
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Hello, strategists!

A fully playable version of "1939 Storm over Europe - Elite Forces" is ready to download!

For more details, see the 'readme' file below...

Have fun

Cheers
Battlefield


http://www.mediafire.com/file/0wkve1xe3l4f1xe/_1939_Elite_Forces_V1.16E.zip/file






Attachment (1)

< Message edited by TheBattlefield -- 8/3/2019 3:58:39 PM >
Post #: 1
RE: Elite Forces Mod - 6/7/2018 3:07:07 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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1939 Storm Over Europe – Elite Forces for Strategic Command WWII - War In Europe (v1.16.02)
File Version: 1.16D

Installation [Matrix Edition]:
1. Extract the Elite_Forces_Mod_V1.1x.rar file
2. Copy the complete "_1939 SoE - Elite Forces" folder and the "1939 SoE - Elite Forces.cgn" file into the "Campaigns" directory of your “C:\Users\yourname\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns” installation.
3. Play

Installation [Steam Edition]:
Install the files into the "Community Pack" directory, then close Steam, restart, load the Game and hopefully it will be displayed in the campaign selection menu...

Introduction

It's basically my intention to preserve the game feeling and the excellent balance of the vanilla 1939 Storm over Europe campaign. In addition, I would like to raise the number and range of the used units discreetly. Also a few smaller changes concerning their strategical-tactical possibilities should be developed. The vanilla OOB provides the framework of a new unit structure and its visual presentation. The Infantry Army and the Tank Army form furthermore the core units and the spearhead of the modified OOB. Only these large formations receive an ability to double attack if they have the appropriate research level. While the original game mainly falls back on the corps level to represent a front unit of the second order, I have restructured this unit category by the majority on the division level. This kind of restructuring makes it possible to insert various up to now not considered military formations into the game…

Significant differences to the Strategic Command WWII default campaign:

 Revision of the submarine warfare. For this purpose, Submarine and Destroyer units were changed in their combat and strength values and upgraded with two new fields of research
 The invasions of Norway and Persia are only partially scripted now
 The declaration of war against Greece is now a German decision for or – with all the consequences - against the Italian will
 In addition to some corps, the divisions now form the backbone of your army, showing up as various infantry and armored units
 Only units in army size receive an option for a second strike. Therefore, this ability of the Mechanized Infantry is changed to the Infantry Army and Russian Shock Army
 Research times increase slightly from level 2 upwards
 Added new research “Naval Aircraft” for Carriers and Coastal Bombers
 New Waffen-SS units for Germany and Red Army Guards units for Russia
 New unit type Elite Division created for every Major, showing advanced combat values and bonuses in defending important resources
 New unit type Mountain Division created as a light infantry, fast and tough in difficult terrain
 The vanilla Special Forces unit is changed into a Naval Infantry division
 Vanilla Anti-Air unit changed into Anti-Air Division with increased defensive land combat values
 German Rockets were divided into the separate units V-1 (available from May ’43) and V-2 (available from May ’44).
 New unit type Auxiliary Cruiser created for UK and Germany as a low-cost convoy raiding unit
 New unit type Infantry Reserve created (representing weaker Home Guard, various militia and security units but also the Russian Shock Army with stronger combat values)
 New unit type Armored Division created (representing weaker, lighter and often obsolete pre-war combat units)
 Evented foreign Waffen-SS units (France; Netherlands; Latvia)
 Evented Russian NKVD and Ski units
 Added Operation Countenance event for USSR and UK
 Added Operation Arctic Fox event for Germany
 Modified Operation Case Anton event for Germany
 Added Partisan/Security event for USSR and Germany
 Added Commonwealth and Free French forces
 Supply values of the French Channel ports are temporally decreased after the Fall of France
 Added new resource sprites for ports
 Added new highlighting resource symbols for Mines and Oil Fields
 The redesigned and unique ‘Nato Unit Sprites’ have been extended and adapted exclusively for this mod
 Added, changed and altered lots of pictures, sprites and sounds. Too many to be listed here...
 Added a new port to the Norwegian village of Kirkenes

Attention:
To keep the game balance in case of a very early attack on the USSR the following changes have been made:

• In the case of an attack before 01/05/1941 Russian border formations are each extended by 1 HQ (if not already present) and 1 Infantry Division
• If an axis unit reaches the vicinity of the cities Riga, Minsk, Kiev or Dnepropetrovsk before 01/06/1941 one additional Infantry Army is stationed in Leningrad, Stalingrad and Moscow
• If there is no declaration of war against Norway and Greece before the beginning of "Operation Barbarossa" the USSR receives additional 400 MPP (200 MPP for each Minor) war support

Hints:
• With the losses predicted for submarine attacks please keep in mind that this unit has an 85% basic Naval Attack - Loss Evasion, which can be improved up to 95% with the new ‘Submarine Warfare’ research.
• Because of the predefined settings in the event script the Waffen-SS (or the RA Guards) remains initially "neutral" after a positive decision and joins the respective main power during the circular shift of rounds. So be patient
• The more modern Russian tanks can be ordered at the earliest from January '42 (Tank Army) or February '42 (Tank Division) and would then be ready for use in the spring. Consider this fact in your strategic planning and use the Shock Army and the Armored Division until then
• Best played as Axis against Allied AI or multiplayer
• "Soft Build Limits": Off
• Difficulty: 100%
• COMPUTER BONUSES at your taste…



< Message edited by TheBattlefield -- 6/3/2019 6:23:30 AM >

(in reply to TheBattlefield)
Post #: 2
RE: Elite Forces Mod - 6/8/2018 7:35:40 AM   
sad ham

 

Posts: 191
Joined: 2/17/2004
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Just a suggestion: units at bigger size are not very reconizable by national color. The national flag is very small and IMHO. You should fill the nato symbol with a more reconizable national color.

(in reply to TheBattlefield)
Post #: 3
RE: Elite Forces Mod - 6/8/2018 9:04:01 AM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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quote:

ORIGINAL: sad ham

Just a suggestion: units at bigger size are not very reconizable by national color. The national flag is very small and IMHO. You should fill the nato symbol with a more reconizable national color.


Thanks Sad Ham.

Yes, I have deliberately changed the previously known form of presentation for the 'Nato' units. I have kept only the basic scheme of national colors as a hinted background. The essential national distinguishing feature here, however, should be the soldier symbols provided, which can be assigned quite clearly to one side based on their uniforms.

With 'national flags' you probably mean the 'unit activation sprites', right? These are unfortunately standardized in size by the game engine.

The design of unit graphics is of course as much a matter of personal taste as functionality. For the future, I have therefore planned one or the other graphics package. So also other unit representations (for example those of SIPRES or the classical ones) can be made playable for my mod.


(in reply to sad ham)
Post #: 4
RE: Elite Forces Mod - 6/8/2018 10:25:29 AM   
Taxman66


Posts: 1665
Joined: 3/19/2008
From: Columbia, MD. USA
Status: offline
Is there only 1 set of unit graphics?
i.e. Is there a units graphic version/choice without the soldiers on the counters?

_____________________________

"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

(in reply to TheBattlefield)
Post #: 5
RE: Elite Forces Mod - 6/8/2018 11:27:21 AM   
Taxman66


Posts: 1665
Joined: 3/19/2008
From: Columbia, MD. USA
Status: offline
Some additional questions:

quote:

Revision of the submarine warfare. For this purpose, Submarine and Destroyer units were changed in their combat and strength values and upgraded with two new fields of research


1. What is the intent here?

2. With additional research (also Naval Aircraft later) have incomes been adjusted to account for them?


quote:

The more modern Russian tanks can be ordered at the earliest from January '42 (Tank Army) or February '42 (Tank Division) and would then be ready for use in the spring. Consider this fact in your strategic planning and use the Shock Army and the Armored Division until then


3. Isn't this a tad late? Remember you also have to account for build time once they become available. I could be wrong, but I believe these tanks historically started showing up earlier than they would with your mod.


_____________________________

"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

(in reply to Taxman66)
Post #: 6
RE: Elite Forces Mod - 6/8/2018 11:41:06 AM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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quote:

ORIGINAL: Taxman66

Is there only 1 set of unit graphics?
i.e. Is there a units graphic version/choice without the soldiers on the counters?







Attachment (1)

(in reply to Taxman66)
Post #: 7
RE: Elite Forces Mod - 6/8/2018 12:09:06 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline

quote:

ORIGINAL: Taxman66

Some additional questions:

quote:

Revision of the submarine warfare. For this purpose, Submarine and Destroyer units were changed in their combat and strength values and upgraded with two new fields of research


1. What is the intent here?

2. With additional research (also Naval Aircraft later) have incomes been adjusted to account for them?


quote:

The more modern Russian tanks can be ordered at the earliest from January '42 (Tank Army) or February '42 (Tank Division) and would then be ready for use in the spring. Consider this fact in your strategic planning and use the Shock Army and the Armored Division until then


3. Isn't this a tad late? Remember you also have to account for build time once they become available. I could be wrong, but I believe these tanks historically started showing up earlier than they would with your mod.



Just try, Tax, it will not cost you a cent!

No, seriously, as in the original game, some details are due to the level of abstraction of the displayed units and the balance of the game. Of course, the shock armies and other armored units also included "more modern" tank units, but the sheer mass of the Russian superior models could not be effective in winter 41/42.

I think that even a slightly larger pool of units and one or another new branch of research will be more a part of the extended strategic planning and therefore need not be taken into account with a fundamentally larger budget.

(in reply to Taxman66)
Post #: 8
RE: Elite Forces Mod - 6/8/2018 6:00:54 PM   
Groovie

 

Posts: 4
Joined: 6/8/2018
Status: offline
Wow Battlefield, this looks beautiful!
Really enjoy the new & novel look, with lots little interesting tactical opportunities within the bigger strategic picture.
Thanks for all hard work & dedication creating and sharing this mod.
Downloading now & can't wait to play.


(in reply to TheBattlefield)
Post #: 9
RE: Elite Forces Mod - 6/8/2018 7:14:07 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline

quote:

ORIGINAL: Groovie

Wow Battlefield, this looks beautiful!
Really enjoy the new & novel look, with lots little interesting tactical opportunities within the bigger strategic picture.
Thanks for all hard work & dedication creating and sharing this mod.
Downloading now & can't wait to play.




Thanks Groovie!

Don't forget to turn on the speakers. If you like the small visual changes, then you will love the new sound effects.

(in reply to Groovie)
Post #: 10
RE: Elite Forces Mod - 6/8/2018 11:25:26 PM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline

quote:

ORIGINAL: Groovie

Wow Battlefield, this looks beautiful!
Really enjoy the new & novel look, with lots little interesting tactical opportunities within the bigger strategic picture.
Thanks for all hard work & dedication creating and sharing this mod.
Downloading now & can't wait to play.



+1

_____________________________

Richard

(in reply to Groovie)
Post #: 11
RE: Elite Forces Mod - 6/23/2018 2:18:12 AM   
escorpion

 

Posts: 69
Joined: 12/6/2012
Status: offline
The mod does not work for me because the file 1939 SoE - Elite Forces.dat is missing

(in reply to Cataphract88)
Post #: 12
RE: Elite Forces Mod - 6/25/2018 8:19:32 AM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline

quote:

ORIGINAL: escorpion

The mod does not work for me because the file 1939 SoE - Elite Forces.dat is missing



Hello escorpion,

the .dat file is not needed for the first launch of a campaign. Like in in any vanilla scenario this file is generated automatically and individually by the game engine on the first call of the campaign. Even if you delete an existing .dat file, it will be recreated after starting the corresponding campaign...









(in reply to escorpion)
Post #: 13
RE: Elite Forces Mod - 6/25/2018 11:10:55 AM   
escorpion

 

Posts: 69
Joined: 12/6/2012
Status: offline
Thank you for the answer.

The problem is that it does not appear in the list of campaigns.

The mod is well installed, but it does not appear

< Message edited by escorpion -- 6/25/2018 11:12:54 AM >

(in reply to TheBattlefield)
Post #: 14
RE: Elite Forces Mod - 6/25/2018 2:17:06 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline

quote:

ORIGINAL: escorpion

Thank you for the answer.

The problem is that it does not appear in the list of campaigns.

The mod is well installed, but it does not appear


Ok I understand. But also for the correct presentation of a campaign in the selection list no .dat file is needed. I suspect therefore more of an installation or update error. Please make sure that both the "Elite Forces" campaign folder and the .cgn file are stored in the directory "C:\Users\yourname\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns" (Or wherever your "my games" folder is located!). If a new campaign does not appear in the listing, the required files are usually not found in the directory requested by the game. Please check that exactly. Also, make sure you have the 1.13 update installed. Hope that helps...

(in reply to escorpion)
Post #: 15
RE: Elite Forces Mod - 6/27/2018 1:33:46 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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File updated to Strategic Command WWII: War in Europe version 1.14!



(in reply to TheBattlefield)
Post #: 16
RE: Elite Forces Mod - 7/8/2018 8:49:27 AM   
SIPRES


Posts: 398
Joined: 7/23/2015
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Really nice Gfx
Your units portraits are perfect.

Christophe

(in reply to TheBattlefield)
Post #: 17
RE: Elite Forces Mod - 7/16/2018 7:35:37 AM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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quote:

ORIGINAL: SIPRES



Really nice Gfx
Your units portraits are perfect.

Christophe


Thanks Christoph!

With your great 'High Res Counter MOD' you have pushed open the door for colored hybrids. I'm also experimenting with (max) hi-res counters...but the work is so time consuming that I'd better add two unit sets for Japanese and Chinese.








Attachment (1)

_____________________________


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Post #: 18
RE: Elite Forces Mod - 7/16/2018 7:50:03 PM   
Groovie

 

Posts: 4
Joined: 6/8/2018
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Incredible Battlefield, you and Christophe are taking this game to amazing highs! Love the new version you are working on - it looks absolutely awesome. I am running so many concurrent campaigns, just to experience all these great mods. Your sounds & speeches, also add another dimension to the atmosphere. Thanks so much for your epic efforts and hard work, it is really appreciated, so looking forward to your next project.

(in reply to TheBattlefield)
Post #: 19
RE: Elite Forces Mod - 7/20/2018 4:38:47 AM   
cdcool


Posts: 660
Joined: 1/25/2005
From: United States
Status: offline
Well Done!! brought me back to this game!

(in reply to TheBattlefield)
Post #: 20
RE: Elite Forces Mod - 7/20/2018 3:05:25 PM   
Noterb

 

Posts: 6
Joined: 7/4/2013
Status: offline
This mod is beautiful but i can't play it: the scen. begin with the message error:

Sound:play_sound

SDL Failed: Failed to use audio system.

Any idea why it's happenning?

(Installed on Steam)

(in reply to cdcool)
Post #: 21
RE: Elite Forces Mod - 7/21/2018 10:24:37 PM   
leemon50

 

Posts: 2
Joined: 7/21/2018
Status: offline
I'm having issues locating it on the game menu, downloaded and copied both files into the campaign folder, .dat file was created but no listing on the campaigns menu. Resstarted but still no Elite forces campaign in the menu.


Attachment (1)

(in reply to Noterb)
Post #: 22
RE: Elite Forces Mod - 7/22/2018 7:45:31 PM   
leemon50

 

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Joined: 7/21/2018
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If in doubt, try it all again! Success
Looking forward to this evening now.

(in reply to leemon50)
Post #: 23
RE: Elite Forces Mod - 7/23/2018 8:26:25 AM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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File updated to Version 1.14D!

A few minor fixes on balance and graphics....

_____________________________


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Post #: 24
RE: Elite Forces Mod - 7/23/2018 8:58:45 AM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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quote:

ORIGINAL: Noterb

This mod is beautiful but i can't play it: the scen. begin with the message error:

Sound:play_sound

SDL Failed: Failed to use audio system.

Any idea why it's happenning?

(Installed on Steam)



Hello Noterb,

I'm sorry to hear that my mod starts with an error message on your computer but I'm pretty sure that this is not a mod problem.

Possible approaches:

1. Be sure you run the latest version 1.14 of the vanilla game!

2. First delete the mod completely and pay attention to the exact storage location (superimportant) of the mod files during the reinstallation. It has to be installed in the path 'C:\Users\yourname\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns' (or wherever your 'My Games' folder is located!), otherwise no mod will work. If this folder does not exist on your computer yet, then please open any standard campaign in the editor and save it under any name. The 'My Games' folder should then be created automatically.

3. If this error still persists, then please contact the developers in the Forum (Tech Support), they will surely help you to find a solution to this problem.

I hope this helps...

Cheers Battlefield





< Message edited by TheBattlefield -- 7/23/2018 9:07:56 AM >


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Post #: 25
RE: Elite Forces Mod - 7/23/2018 9:02:29 AM   
TheBattlefield


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Joined: 6/11/2016
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quote:

ORIGINAL: leemon50

If in doubt, try it all again! Success
Looking forward to this evening now.


Nice to hear, leemon!
Good luck with your campaign...and note the new mod version.

_____________________________


(in reply to leemon50)
Post #: 26
RE: Elite Forces Mod - 11/15/2018 7:46:16 AM   
sossenbinder

 

Posts: 18
Joined: 2/18/2008
Status: offline
Looks awesome! Any chance to get this latest set of counters?



[/quote]

(in reply to TheBattlefield)
Post #: 27
RE: Elite Forces Mod - 11/15/2018 1:28:16 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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File updated to Version 1.15B!

A few minor fixes on balance...

_____________________________


(in reply to sossenbinder)
Post #: 28
RE: Elite Forces Mod - 11/15/2018 1:42:11 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
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quote:

ORIGINAL: sossenbinder

Looks awesome! Any chance to get this latest set of counters?

As I mentioned in Post # 18, it was just a graphic experiment! I have incorporated this finger exercise into my current work on the "1914 Call To Arms" campaign.

For the standard campaign there are already some great counter mods. The graphics set from SIPRES is particularly recommendable:

http://www.matrixgames.com/forums/tm.asp?m=4426073




_____________________________


(in reply to sossenbinder)
Post #: 29
RE: Elite Forces Mod - 2/27/2019 6:16:16 PM   
wywern120

 

Posts: 5
Joined: 2/27/2019
Status: offline
This mode is excellent, I am mainly interested in elite units, guards and waffen ss.Now playing allies and Ai not able to specifically waffen ss to improve although wehrmacht is modernizing. I looked in the editor nowhere can not see the problem. Easy to crush these units can be arranged right? AI has modernized these units?

_____________________________


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Post #: 30
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