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: Elite Forces 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: Elite Forces Mod Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Elite Forces Mod - 2/28/2019 5:15:58 PM   
TheBattlefield


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

ORIGINAL: wywern120

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?


Hi wyvern120,

thank you for your feedback, but honestly, I'm as baffled on this as you are. The settings in the editor are correct and the multiplayer part works smoothly. Even in the game against the Allied AI are no failures in the "upgrades" of the (Russia assigned) "Red Army Guards" detectable. Very strange!

However, during the intensive review I noticed that in the window for "Strength/Reinforce/Reformation Data" a check mark for "Reformable?" is set at the Waffen-SS, but the setting section is grayed out in whole and thus can not be changed via the editor. This is unusual and also detectable only in this special country slot. The Waffen-SS is placed at the former position for the country "Austria". I have found out that even in the original campaign "Austria" is the only country that is grayed out for changes in the area "Reformation". It could be possible that the AI can not make any changes to the units of the country Austria/Waffen-SS by a predetermined setting in the game engine.

For the finalized v1.16 I will publish an update in the near future. I will then change the Waffen-SS to another unused country position. This alteration may solve our problem...





< Message edited by TheBattlefield -- 2/28/2019 5:19:06 PM >


_____________________________


(in reply to wywern120)
Post #: 31
RE: Elite Forces Mod - 2/28/2019 7:27:19 PM   
wywern120

 

Posts: 5
Joined: 2/27/2019
Status: offline
Thank you for your reply, and I noticed today "Strength / Reinforce / Reformation Data" waffen ss setting section is gray.I did not understand why I thank for the explanation-austria. I noticed AI not want to build a waffen ss, but I have easily edited the editor edit production que that I kept the time roughly shaped according to history so it should not be threatened by superiority AI.I will be very confident at 1.16 and thank you for your update future.

(in reply to TheBattlefield)
Post #: 32
RE: Elite Forces Mod - 3/2/2019 7:38:29 PM   
Ason

 

Posts: 352
Joined: 11/29/2013
Status: offline
Amazing work battlefield! Only thing I would wish for would be a bit more clear counters, it's a bit hard to distinguish unit types. The zoomed out version is a step in the right direction but even then with all infantry being white and all air yellow it's still hard. However I only played a couple of turns so I guess it gets easier with time.

(in reply to wywern120)
Post #: 33
RE: Elite Forces Mod - 4/15/2019 10:53:29 PM   
majpalmer

 

Posts: 97
Joined: 11/28/2014
Status: offline
Started giving it a try. It certainly looks good. I had to restart because I didn't know I had to do more for Norway. But that's fine. So far, so good.

I am running it on Steam and I had to install the files into the "Community Pack" directory, then close Steam, restart, and then load, and it showed up.

Thanks! Looking forward to more surprises.

_____________________________


(in reply to Ason)
Post #: 34
RE: Elite Forces Mod - 4/16/2019 8:38:50 AM   
TheBattlefield


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

quote:

ORIGINAL: majpalmer

Started giving it a try. It certainly looks good. I had to restart because I didn't know I had to do more for Norway. But that's fine. So far, so good.

I am running it on Steam and I had to install the files into the "Community Pack" directory, then close Steam, restart, and then load, and it showed up.

Thanks! Looking forward to more surprises.


Thanks for the feedback wywern120!

My modification also contains a small "readme" file that documents the major changes. Furthermore, I have included an excerpt from this description at the beginning of this thread.

As soon as the long and eagerly awaited update 1.16 is available, a new "Elite Forces" version will be released, which will eliminate a small issue with the Austria/Waffen-SS slot and integrate the latest developments from the vanilla campaign.



_____________________________


(in reply to majpalmer)
Post #: 35
RE: Elite Forces Mod - 4/16/2019 4:53:11 PM   
majpalmer

 

Posts: 97
Joined: 11/28/2014
Status: offline
Through Poland and France. Like the two-strike armies. Waiting to see what surprises Africa holds. Prepping for Russia.

_____________________________


(in reply to TheBattlefield)
Post #: 36
RE: Elite Forces Mod - 4/20/2019 2:58:26 PM   
majpalmer

 

Posts: 97
Joined: 11/28/2014
Status: offline
A few issues. Playing as the Allied with difficulty level set all the way up.

1) The Axis AI seems to have a problem with the new Norway rules. The two units landed, but it's April 1941 and they have yet to take Oslo.

2) I never saw any UBoat activity in the Atlantic. So I turned off fog of war and peaked. All the German submarines are in the Baltic! Not one is in the Atlantic.

3) The Axis just invaded Yugoslavia. Again, I peaked. Overkill!!!! 3 Pz Armies, 2 Infantry Armies, 1 Pz Division, 1 infantry Korps, 3 infantry divisions, 2 fighters, 2 tac bombers, and 1 medium bomber. All of these units need to get back to the east for Barbarossa. (I seem to recall that this was a problem for the vanilla AI as well.)

The absence of a UBoat offensive in the Atlantic makes the game unplayable, more or less, as the Allies. The AI will probably cheat it's way out of #3. But maybe you should just bring back the old Norway rule? AS I said, I don't think the AI can handle the new rule.

< Message edited by majpalmer -- 4/20/2019 2:59:39 PM >


_____________________________


(in reply to majpalmer)
Post #: 37
RE: Elite Forces Mod - 4/23/2019 1:34:42 PM   
TheBattlefield


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

quote:

ORIGINAL: majpalmer

A few issues. Playing as the Allied with difficulty level set all the way up.

1) The Axis AI seems to have a problem with the new Norway rules. The two units landed, but it's April 1941 and they have yet to take Oslo.

2) I never saw any UBoat activity in the Atlantic. So I turned off fog of war and peaked. All the German submarines are in the Baltic! Not one is in the Atlantic.

3) The Axis just invaded Yugoslavia. Again, I peaked. Overkill!!!! 3 Pz Armies, 2 Infantry Armies, 1 Pz Division, 1 infantry Korps, 3 infantry divisions, 2 fighters, 2 tac bombers, and 1 medium bomber. All of these units need to get back to the east for Barbarossa. (I seem to recall that this was a problem for the vanilla AI as well.)

The absence of a UBoat offensive in the Atlantic makes the game unplayable, more or less, as the Allies. The AI will probably cheat it's way out of #3. But maybe you should just bring back the old Norway rule? AS I said, I don't think the AI can handle the new rule.


Hello majpalmer,

regarding my responsibility for the operational behavior of the Axis powers I get a bit too much honor.

In fact, I've just developed an additional offensive script for the "Arctic Fox" and "Countenance" operations. Apart from that, the AI ​​scripts of the campaign are 100% vanilla! The unit behavior observed by you in Yugoslavia and the Atlantic is very interesting, but should also be noted under the appropriate conditions in the original campaign. My modifications take no effect here!

Your observations regarding the Norway campaign are of course correct. In my Readme file I have therefore explicitly advised against a solo game as Allied powers!

Elite Forces was primarily developed as an enhanced multiplayer campaign. From my personal point of view, Strategic Command only unleashes its full potential against a human opponent. The campaigns against the computer I see more as challenging entry and practice games.

Nevertheless, the modified solo campaign against the Allied computer works surprisingly well.



_____________________________


(in reply to majpalmer)
Post #: 38
RE: Elite Forces Mod - 4/28/2019 4:54:08 PM   
majpalmer

 

Posts: 97
Joined: 11/28/2014
Status: offline
Axis game is playing well.Looks like a stalemate of an Allied victory. But the flow has been very good.

A question. Which file(s) control the number of strikes that Armies get?

Thanks.

_____________________________


(in reply to TheBattlefield)
Post #: 39
RE: Elite Forces Mod - 4/29/2019 3:39:15 PM   
TheBattlefield


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

quote:

ORIGINAL: majpalmer

Axis game is playing well.Looks like a stalemate of an Allied victory. But the flow has been very good.

A question. Which file(s) control the number of strikes that Armies get?

Thanks.


In game-technical terms, the second attack is achieved through the research "Infantry Warfare" and "Armored Warfare".

The modification is set via the editor in the menu "Automatic Increments Data (Per Research Level)".



_____________________________


(in reply to majpalmer)
Post #: 40
Elite Forces Mod V1.16 - 5/10/2019 5:24:50 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline
The Elite Forces Mod has been upgraded to version 1.16 and is available for download on page 1 of this thread.

In addition to a few minor corrections, I have adapted and adopted all editor-based changes from the vanilla 1939 campaign (V1.16) for my mod.

I also added a new offensive script (Axis AI) to support the modified operation in Norway.

The AI-controlled Waffen-SS and Red Army Guards are now supported with some scripted units.





_____________________________


(in reply to TheBattlefield)
Post #: 41
RE: Elite Forces Mod - 5/10/2019 7:09:14 PM   
majpalmer

 

Posts: 97
Joined: 11/28/2014
Status: offline
I had run 1.15B. But now the program can't find 1.16. I've tried placing it in the regular campaign folder, the community campaign folder, and the mod folder.

I'm on Steam.

Anyone have any suggestions?
Thanks.

(in reply to wywern120)
Post #: 42
RE: Elite Forces Mod - 5/10/2019 11:08:48 PM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline
I cant get it to run properly on 1.16, either.

_____________________________

Richard

(in reply to majpalmer)
Post #: 43
RE: Elite Forces Mod - 5/11/2019 2:00:41 AM   
majpalmer

 

Posts: 97
Joined: 11/28/2014
Status: offline
Now it finds the Mod, but it can't find the .ini file and I get a bunch of missing file messages.

_____________________________


(in reply to Cataphract88)
Post #: 44
RE: Elite Forces Mod - 5/11/2019 1:18:06 PM   
TheBattlefield


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

quote:

ORIGINAL: majpalmer

I had run 1.15B. But now the program can't find 1.16. I've tried placing it in the regular campaign folder, the community campaign folder, and the mod folder.

I'm on Steam.

Anyone have any suggestions?
Thanks.


Elite Forces has been developed with the Strategic Command "Matrix Edition" and on the basis of this program structure I have also described the installation of the mod files. I fear the "Steam" installation deviates considerably. Regarding the Steam routine, unfortunately, I can not help, I miss every experience.

I hope that the developers will eventually create an updated community package, which also takes into account the newer mods and accordingly also supports a Steam installation.

Anyway, an installation with the current Matrix Edition and using the mod files stored at mediafire.com, runs smoothly on my side with two different computer systems.




_____________________________


(in reply to majpalmer)
Post #: 45
RE: Elite Forces Mod - 5/11/2019 10:18:00 PM   
wywern120

 

Posts: 5
Joined: 2/27/2019
Status: offline
Hello if I do, I tested for German until 1940 November and can not buy waffen ss and the script did not add me any units,only Totenkopf units in start ???
So just and even the opponent gets them against me ???

(in reply to TheBattlefield)
Post #: 46
RE: Elite Forces Mod - 5/12/2019 1:48:04 PM   
TheBattlefield


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

quote:

ORIGINAL: wywern120

Hello if I do, I tested for German until 1940 November and can not buy waffen ss and the script did not add me any units,only Totenkopf units in start ???
So just and even the opponent gets them against me ???


Ooops. Thanks for this bug report!

An error occurred while porting the Waffen-SS to a new minor unit slot. That is now fixed. Sorry.

On this occasion, I also switched to the hotfix V1.16.01 and still eliminated the small display error in the "unit_activation_sprites" of the Waffen-SS.

As a small bonus, I added a revised version of Philippeatbay's "Flag Mod". Now the Minor HQs have a flag base in the 3D-Unit view as well.



_____________________________


(in reply to wywern120)
Post #: 47
RE: Elite Forces Mod - 5/12/2019 4:20:07 PM   
wywern120

 

Posts: 5
Joined: 2/27/2019
Status: offline
So very thank you

(in reply to TheBattlefield)
Post #: 48
RE: Elite Forces Mod - 6/2/2019 12:06:11 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline
The Elite Forces Mod has been upgraded to version 1.16.02 and is available for download on page 1 of this thread.



_____________________________


(in reply to wywern120)
Post #: 49
RE: Elite Forces Mod - 8/3/2019 4:30:27 PM   
TheBattlefield


Posts: 507
Joined: 6/11/2016
Status: offline
The Elite Forces Mod has been updated to version 1.16E and is available for download on page 1 of this thread.

Changes:

- research for tech level 1 has been accelerated
- deleted the Chit in Spying & Intelligence for UK and Germany
- all French units on the Maginot Line are now fully entrenched from the beginning
- Metz is now a fortress
- Strasbourg is now a fortified town
- the maximum entrech for fortified towns has been raised from 4 to 5
- added a 5 strength Coastal Bomber for Italy
- set the "Grossdeutschland" division to infantry weapons 1
- UK and German ships outside of ports have been set to the respective tech levels



< Message edited by TheBattlefield -- 8/3/2019 7:11:57 PM >


_____________________________


(in reply to TheBattlefield)
Post #: 50
RE: Elite Forces Mod - 8/16/2019 4:07:30 PM   
thomaswagner

 

Posts: 2
Joined: 8/16/2019
Status: offline
Hi Guys!

I am playing the Elite Forces Mod. When i played Strategic Command II in the past i was rushing towards Moscow, Leningrad and Stalingrad destroying Russian Units easily.

But now with this Mod (Panzerfaust Update) i am stuck since the beginning. I cant move forward. Take look at the attachment. Blitzkrieg my A.. in Summer 1942?!

First of all i did not attack Russia. I was busy conquering Spain, Portugal and the Balkans so i waited until Russia declarad War on Germany in idk maybe Fall 1941?

I dont attack like in WW1, i build dense concentration (Schwerpunkt) and try to make breakthroughs but it does not work. I temporarily lifted the "Fog of War" and the AI has 3 Layers of enemy units! No cannon fodder like in the past, strong units.

I tried small breakthroughs but the AI is filling the gap in the next turn.

Maybe i suck against the AI but a Human Player would tear me appart if i try to make breakthroughs. So at the moment my Front in Russia is a WW 1 game.

What am i doing wrong? I need Input. Thanks

Bye
Chris

Attachment (1)

< Message edited by thomaswagner -- 8/16/2019 4:18:19 PM >

(in reply to TheBattlefield)
Post #: 51
RE: Elite Forces Mod - 8/17/2019 1:04:34 PM   
TheBattlefield


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

ORIGINAL: thomaswagner

Hi Guys!

I am playing the Elite Forces Mod. When i played Strategic Command II in the past i was rushing towards Moscow, Leningrad and Stalingrad destroying Russian Units easily.

But now with this Mod (Panzerfaust Update) i am stuck since the beginning. I cant move forward. Take look at the attachment. Blitzkrieg my A.. in Summer 1942?!

First of all i did not attack Russia. I was busy conquering Spain, Portugal and the Balkans so i waited until Russia declarad War on Germany in idk maybe Fall 1941?

I dont attack like in WW1, i build dense concentration (Schwerpunkt) and try to make breakthroughs but it does not work. I temporarily lifted the "Fog of War" and the AI has 3 Layers of enemy units! No cannon fodder like in the past, strong units.

I tried small breakthroughs but the AI is filling the gap in the next turn.

Maybe i suck against the AI but a Human Player would tear me appart if i try to make breakthroughs. So at the moment my Front in Russia is a WW 1 game.

What am i doing wrong? I need Input. Thanks

Bye
Chris


OK. You took the Spartan way to win the game. Respect. But consider that against a superior power of the Persians also the battle of Thermopylae was not to win.
Joking aside:

1. The unit behavior, the supply model and the AI ​​of the game have become considerably more demanding since SC2.

2. The strength of the Russian units has been subtly increased in my MOD, especially in the early stages of Barbarossa. In addition, the Russian receives financial benefits if, for example, Norway and Greece remain without a declaration of war.

3. An early attack on Spain and Portugal is a very unusual approach with considerable risks for the future, especially since Spain is more likely to be considered as an Axis partner.

4. In the summer of 1942, without significant loss of territory and the capture of at least one (or better two) of three Russian metropolis (Moscow, Stalingrad, Leningrad) before US entry into the war, Russia will appear as an invincible fortress. I'm pretty sure that my advice fits also for the Vanilla campaign, regardless of my mod.


Thanks for the feedback and playing my mod.




< Message edited by TheBattlefield -- 8/17/2019 1:09:26 PM >


_____________________________


(in reply to thomaswagner)
Post #: 52
RE: Elite Forces Mod - 4/24/2020 9:23:58 AM   
wywern120

 

Posts: 5
Joined: 2/27/2019
Status: offline
Any news??is mod abandoned???

(in reply to TheBattlefield)
Post #: 53
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> RE: Elite Forces Mod Page: <<   < prev  1 [2]
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

0.828