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Soft-coding Part 3 - CSA National morale objectives

 
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Soft-coding Part 3 - CSA National morale objectives - 11/21/2020 10:23:30 AM   
FOARP

 

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Soft-coding Part 3 - CSA National morale objectives

Hi all, this week I have been programming national objectives within the CSA. I have implemented these in three tiers, representing different amounts of morale-loss for the CSA when they are lost - 5000NM, 2000NM, and 1000NM.

There is only one city in the 5000 NM tier, this represents the capital city of the Confederacy, without which the war isn't going to continue for long. The 2000 NM cities correspond to very important cities within the Confederacy, Nashville is included in this list as it was important in the books though obviously it is not quite as important as the others. The remaining 1000 NM includes all the major fortresses (particularly those bordering the US), state capitals, and other important cities of the Confederacy.

A full list is as follows:

5000 NM
Richmond

2000 NM
Atlanta
Birmingham
New Orleans
Dallas
Havana
Nashville

1000 NM
Sequoyah City (AKA Oklahoma City)
Tulsa
Little Rock
Memphis
Jackson, MS
Vicksburg
Louisville
Frankfort, KY
Big Lick (AKA Roanoke)
El Paso
Amarillo
Lubbock
Fort Knox
Chihuahua City
Hermosillo
Guaymas
Chattanooga
Baton Rouge
Austin, TX (I didn't even know this was the state capital of Texas until right now...)
Montgomery
Houston
Winchester VA
Alexandria VA
Fredericksburg VA
Miami
Tallahassee
Columbia
Raleigh
Charleston
Santiago de Cuba
Fort Campbell
Fort Donelson
Fort Pillow
Jonesboro, AR
Fort Smith
Lexington, KY
Harrisonburg, VA
Lynchburg, VA

The CSA starts with 40,000 national morale points, therefore if the CSA loses the same cities it appears to have lost in the books (Nashville, Sequoyah City, Tulsa, Louisville, Frankfort KY, Big Lick, El Paso, Amarillo, Lubbock, Fort Knox, Winchester VA, Alexandria VA, Fredericksburg VA, Hermosillo, Fort Campbell, Jonesboro AR, Lexington) this represents a total of 18,000 NM points of loss, which combined with cutting off of connections between the CSA and Europe, and 3 years of combat all along the border with the attendant morale loss should be sufficient to force an armistice by the approximate date given in the books (September 1917)


< Message edited by FOARP -- 11/21/2020 1:22:09 PM >


_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 211
Soft-coding Part 4 - USA National morale objectives - 11/22/2020 2:40:13 PM   
FOARP

 

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Soft-coding Part 4 - USA National morale objectives

For the USA national morale objectives are similarly broken down into tiers, with the de facto capital of the USA being the most valuable (10000 NM), the three major industrial cities of the union next at 5000 NM, followed by other major cities at 2000 NM, and then state capitals, important regional cities, and fortresses at 1000 NM:

10000 NM
Philadelphia

5000 NM
New York
Chicago
Pittsburgh

2000 NM
Washington D.C.
Baltimore
Boston
Cleveland
Detroit
Milwaukee
St. Louis
Mineapolis
Los Angeles
San Francisco

1000 NM
Newark, Delaware (a fortress)
Albany NY
Trenton NJ
Hartford
Concord
Augusta ME
Rochester NY
Charleston WV
Columbus OH
Cincinnati
Des Moines
Kansas City
Lancaster NE (AKA Lincoln NE)
Omaha
Witchita
Bismarck
Helena
Boise
Phoenix
Cheyenne
Denver
Albuquerque
Carson City
San Diego
Sacramento
Portland OR
Seattle
Providence RI
Harrisburg PA

The USA starts with 35,000 NM points so a successful CSA offensive against Philadelphia capturing Washington D.C. Baltimore, Newark DE, Harrisburg PA, Philadelphia plus the morale loss from units destroyed should net enough NM points to put the USA below 50% morale, at which point they will start getting "Socialists agitate for peace" events that, unless victories are won on other fronts, will continuously lower morale and have the USA concluding peace within a year - but these events will only fire if the Entente hangs onto Philly. If US morale falls below 30% and the US still holds Philly but the Entente still holds Richmond, then this will kick in as well.

The USA having less NM than the CSA is a function of it being a country that will likely fight the war almost entirely on enemy soil due to its massive industrial and numerical strength - the CSA player will find reach Philly very difficult so likely an attritional victory will be their main way of winning. The USA is thus, like Germany in the main scenario, a "glass cannon", capable of dealing out plenty of damage but likely to be defeated if the fighting comes onto its own soil.

< Message edited by FOARP -- 11/22/2020 6:08:09 PM >


_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 212
RE: Soft-coding Part 4 - USA National morale objectives - 11/23/2020 4:57:01 PM   
eightroomofelixir

 

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What will be the Alternative Capitals of USA, CSA, and Canada in this scenario?

IIRC, the novel doesn't mention any AC plan for USA, and the AC plan of CSA doesn't even really emerge in the WWII later (Featherston just flee with his cabinet).
Personally I would guess NYC-Chicago for USA if Philly falls, and Montgomery for CSA if Richmond falls.

As for Canada, the novel does point out that the Canadians still hold the major cities of Saskatchewan, Alberta, and British Colombia. I think the Canadian Alternative Capital will be probably Calgary or Edmonton; Regina is too close to USA border and the terrains are too flat to defend.

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No conquest without labor.

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RE: Soft-coding Part 4 - USA National morale objectives - 11/23/2020 8:00:07 PM   
FOARP

 

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quote:

ORIGINAL: eightroomofelixir

What will be the Alternative Capitals of USA, CSA, and Canada in this scenario?

IIRC, the novel doesn't mention any AC plan for USA, and the AC plan of CSA doesn't even really emerge in the WWII later (Featherston just flee with his cabinet).
Personally I would guess NYC-Chicago for USA if Philly falls, and Montgomery for CSA if Richmond falls.

As for Canada, the novel does point out that the Canadians still hold the major cities of Saskatchewan, Alberta, and British Colombia. I think the Canadian Alternative Capital will be probably Calgary or Edmonton; Regina is too close to USA border and the terrains are too flat to defend.


Hi eightroomofelixir, good question.

Right now the alternate capitals for the USA are NYC, Boston, Chicago, and Washington D.C., though in reality if Philly is taken then Washington will almost certainly already have fallen. Pittsburgh, Detroit, and Los Angeles are additionally industrial centres.

For the CSA it is Atlanta, New Orleans, and Dallas. I suppose Montgomery could be added to that list but it is fairly close to Atlanta and not as important in 1914 as it was in 1861. Birmingham, AL is additionally an industrial centre.

For Canada right now it is Toronto, Winnipeg, and Vancouver if Ottawa is lost, but basically in morale terms the war is already over if the US breaks the line in Ontario and along the St. Lawrence so it's unlikely that anywhere outside Ontario will acts as capital for long. The map is made to make any attempt to get around these defensive lines quite difficult as well (e.g., trying to outflank through northern Ontario means a very long march through low supply areas, trying to make an amphibious landing on the Quebec coast north of the St. Lawrence will also face supply problems).

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to eightroomofelixir)
Post #: 214
Soft-coding Part 5 - Canadian & Mexican National morale... - 11/23/2020 8:15:24 PM   
FOARP

 

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Soft-coding Part 5 - Canadian & Mexican National morale objectives

Canadian NM objectives are as follows:

5000 NM
Toronto

2000 NM
Montreal
Vancouver
Winnipeg
Ottawa

1000 NM
Calgary
Saskatoon
Charlottetown
Halifax NS
Fredericton
Quebec City
Hamilton ON
Berlin ON (AKA Kitchener)
London ON

This basically covers the major cities, provincial capitals, and fortresses in southern Ontario. Canada starts with 20000 NM points. In the books Charlottetown, Halifax NS, Fredericton, Quebec City, Hamilton ON, Berlin ON, London ON, Montreal, Vancouver, and Winnipeg were lost totalling 13,000 NM points prior to surrender, which together with general attrition and a blockade should be enough to duplicate the armistice signed by Canada in autumn 1917.

Mexican NM objectives are as follows:

5000 NM
Mexico City

1000 NM
Fort Maximilian (the fortress defending the Baha California peninsula)
Santa Rosalia (the city halfway down the peninsula)
La Paz, Baha California (Capital of Baha)
Cabo San Lucas (also in Baha)
Monterey
Merida
Veracruz
Guadalajara
Mazatlan

Mexico starts with 10000 NM points, so taking away the Baha California peninsula will, with attendant attrition on Mexican forces, get you most of the way to a Mexican armistice and cripple Mexican morale (and as a result the offensive power of Mexican forces). In the books the Mexicans didn't sign any specific armistice and unless the US player commits significant forces to an advance on Mexico City you shouldn't see it here either, but you have a good motivation to take Baha California from Mexico in order to secure the shipping route to Chile. The USA will get an "Occupy Isla Guadalupe" even where US marines can occupy the Mexican island off the coast of Baha California in preparation for an invasion of Baha similar to the event the UK gets to occupy Greek islands in preparation for an invasion of the Dardanelles.

As a general note, the Mexican OOB won't be big (maybe three corps, six divisions, six brigades [detachments], six regiments [garrisons], three HQs [Calles, Huerta, and Obregon], two field artillery units, some cavalry, a couple of air units, a small navy) and they will have a heavy MPP de-buff (e.g., reduced to 60%) to simulate corruption. The idea here is that you should not see a lot of Mexican troops turning up on the CSA front.

< Message edited by FOARP -- 11/23/2020 9:12:53 PM >


_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 215
Soft-coding Part 6 - CSA 1916 events - 11/29/2020 5:36:41 PM   
FOARP

 

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Soft-coding Part 6 - CSA 1916 events

Not much to say this week as I spent a lot of it just trying to fix problems with a bug in the files (pro-tip: never change the start date after the initial set-up of the game as for some reason if you set the start-date later and then set it earlier the game will not re-set the availability date of units so you will be unable to build units).

The one major event I managed to code was the recruitment of black troops by the CSA - in the books the CSA starts recruiting soldiers from amongst its black population in return for full citizenship rights as the war is going heavily against them. Obviously in a society as horrifically racist as the CSA would have been this is controversial.

I've therefore set up the event to fire after mid-1916 if the CSA has failed to take any of St. Louis, Columbus OH, Pittsburgh, or Philadelphia, the CSA still holds Atlanta, and their morale has dropped below 50%. You then get the choice to sacrifice 100 MPP for 10 turns, and a 2000NM drop in morale, in return for four infantry corps deploying near Atlanta.

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 216
RE: Soft-coding Part 6 - CSA 1916 events - 2/19/2021 1:11:27 PM   
FOARP

 

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Apologies on the long RL-induced pause, I am back working on this.

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American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

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Post #: 217
RE: Soft-coding Part 6 - CSA 1916 events - 3/18/2021 9:44:52 PM   
Alikchi2

 

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Still looking forward to this! Take your time

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RE: Soft-coding Part 6 - CSA 1916 events - 4/7/2021 7:46:23 PM   
Sigizmund


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Very want to try it in MP when beta version is out

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Soft-coding Part 7 - The Generals - 5/22/2021 3:31:00 PM   
FOARP

 

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Soft-coding Part 7 - The Generals
Hello again, and welcome back after a very long break from dev diaries on this mod. It's been a long break but on the other hand I've finally bought a house and hopefully taken the last professional exam I'll ever have to sit in my life.

Today I want to cover off the generals who are included for each side. Whilst WW1 was not known for its spectacular generalship, and this has carried through to the USA v. CSA version of WW1, the CSA and Canada have a slight edge over the USA in this regard. The generals are primarily chosen from real-life generals who served in the WW1 period. CSA generals are those who were born in the southern states and USA ones were born in the north. A few are fictional ones invented by Turtledove. The rating out of ten for each general is shown in brackets.

CSA

Lejeune (6)
Rockenbach (6)
Bullard (6)
Buck (5)
Summerall (5)
Jeb Stuart, Jr. (3)

USA
Custer (6)
Pershing (6)
Macarthur (5)
Marshall (4)
Funston (4)
Liggett (4)
Hines (4)
Barnett (4)
Dickman (4)
Miles (3)
Young (3)

Mexico
Huerta (4)
Calles (3)
Obregon (3)
(yes, I know these guys are revolutionaries serving an emperor, but options are limited)

Canada
Byng (7)
Currie (6)
Turner (6)
(Byng may be over-rated here, but actually I think he was probably the better of any of the real-life generals mentioned here and Canada need good generals to survive!)

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

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Post #: 220
Soft-coding Part 7 - The Generals - 5/22/2021 3:32:25 PM   
FOARP

 

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quote:

ORIGINAL: Sigizmund

Very want to try it in MP when beta version is out


Thanks! I hope to have a Beta out before the end of next month. I want to get this done and out there.

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

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Post #: 221
RE: Soft-coding Part 7 - The Generals - 6/25/2021 1:25:13 AM   
Bufo

 

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Still very excited for this release, been watching throughout the year!

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RE: Soft-coding Part 7 - The Generals - 7/28/2021 11:22:06 AM   
dragan22k

 

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I ran into this thread yesterday and couldn't stop reading it. As a fan of Turtledove and the 191 series I am also very excited and looking forward to this. Keep up the great work!

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RE: Soft-coding Part 7 - The Generals - 9/4/2021 12:02:38 PM   
ObeseMonkey

 

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This looks great, excited to see what becomes of it. Big fan of 191. There is a great mod for Operational Art of War 4 that covers this (implements a lot of what if events well). But it’s a mega one which I rarely have time to play. Can see this becoming a favourite!

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RE: Soft-coding Part 7 - The Generals - 10/3/2021 4:54:55 PM   
FOARP

 

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Soft-coding Part 8 - Units Names

Not a glamourous, but a necessary part of the game, is naming the units.

CSA
For the CSA I tried to give a link to the states for all the army units. Infantry regiments (i.e., garrisons) have names like "32nd Texas Scouts". Brigades (i.e., detachments) are called after southern university sports teams and other southern-themed nick-names like "36th (Tarheels)". Divisions are assumed to be big enough to be Confederate (i.e., not state-formed) units and so have more generic names like "19th CSA Inf. (Res.)", whilst corps are just identified by Roman numerals. Artillery follows the state theme (so, yes, there will be a Richmond Howitzers with a Jake Featherston in its ranks).

For the CS Navy I've taken the simple step of naming dreadnoughts after the states, battle-cruisers after CS generals, cruisers after southern port cities, destroyers after southern rivers, and subs after fish native to the south (yes, there will be a CS submarine called "Bonefish").

CS air units are named similarly to British ones. I am assuming that there is a CS army air corps and a navy air corps as well. The army units use numbers (e.g., 2nd CSAAC (Pursuit)) and the navy units use letters (e.g., C Sqdn CSNAC (Recon)).

USA

The US is assumed to be much more bland, given that it is a close federal unit, though there are some colour names. To distinguish unit levels smaller ones are called "1st, 2nd, 3rd.." whilst larger ones are called "1., 2., 3. .." in the German fashion. Corps are simply given Roman numerals. Warships are simply given historical USN names with all the southern names deleted.

Canada

Canadian Regiments, Brigades, Divisions etc. are named after historical units (e.g., "Fort Garry Horse", "Sherbrooke Hussars"). Canada does not have a navy (the British Royal navy defends the Canadian coastline) except for its Great Lakes fleet which are pre-dreadnoughts named after Canadian cities with the exception of one named "Wolfe" and escorting destroyers named after historical Canadian destroyers (e.g., Restigouche). Canadian air units are named after historical Canadian air units.

Mexico

Lower-level Mexican army units are named for regiments of the Mexican-American war or for localities. Higher-level units are named either after points of the compass (taking the lead from the División del Norte) or after the kind of units that you might expect a tin-pot dictatorship to have (e.g., "tax troops" and military police units). The Mexican Navy is named after Mexican emperors or port-cities.

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

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RE: Soft-coding Part 7 - The Generals - 10/3/2021 4:58:16 PM   
FOARP

 

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quote:

ORIGINAL: dragan22k

I ran into this thread yesterday and couldn't stop reading it. As a fan of Turtledove and the 191 series I am also very excited and looking forward to this. Keep up the great work!


Thanks Dragan! Hope everyone doesn't mind the long breaks in my working on this. I'm always thinking about it - especially as it is so close to being basically a playable scenario!

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

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Post #: 226
RE: Soft-coding Part 7 - The Generals - 10/4/2021 4:54:57 PM   
Sigizmund


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I can't wait to play it too. But I have a question if basic scenario will be (alt)historical is it possible to make one more that will be balanced for MP? And how it will be easier to do? Something like increased CSA production or Canada buff?

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RE: Soft-coding Part 7 - The Generals - 10/4/2021 6:11:33 PM   
FOARP

 

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quote:

ORIGINAL: Sigizmund

I can't wait to play it too. But I have a question if basic scenario will be (alt)historical is it possible to make one more that will be balanced for MP? And how it will be easier to do? Something like increased CSA production or Canada buff?


MP and PP maluses/bonuses can be applied using a chosen event. It should be possible to implement a simple "Do you want to start with a handicap?" event for the US that also tells the CS/Canadian player that the US has been nerfed.

Not something I'm going to do in the initial release but doable anyway.

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to Sigizmund)
Post #: 228
Soft-coding Part 9a - Blockades - 10/20/2021 7:09:09 PM   
FOARP

 

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Soft-coding Part 9a - Blockades


Hello again. Today we're going to be looking at something I've been working on for a while now, which is how to implement blockades into the struggle for control of North America between the Entente (including the CSA) and the Central Powers (including the USA).

In the base game blockades can be enforced to lower the morale of your adversaries by putting your ships, submarines, and mines on or next to certain locations to block shipping and trade there. Do enough of this and you can force your enemies to surrender, winning the game. This mechanism is separate to the convoy mechanism, where convoys are represented as lines on the map that add MPP from the source country to the destination unless interdicted.

One of the problems I originally had with using the blockade mechanism from the base game was accounting for changes of fortune in the war on land - it made no sense to blockade a port when the port had already been captured. I tried to make the naval war relevant through use of the convoy mechanism but the convoys could only credibly carry a small amount of MPP such that the player might ignore the naval war all together.

I've been able to address this by making specific blockade hexes linked to specific cities, such that the morale-reduction won't happen if the city is captured by the side that is trying to blockade it. As in the example picture, blockade hexes that are linked this way say explicitly which city they are linked to so the player will know not to try to blockade the blockade positions of cities that have already fallen. The one exception to this are the blockade positions I've marked "Sea Control", which will reduce the morale of the target country so long as it is still in the fight and still holds its capital city.

Since blockading should only help win the war, not win the war by itself, I've reduced the amount of morale points each blockade position occupied reduces morale each turn from 20 to 10 compared to the base game.

There are 29 different blockade zones on the map:
- Philadelphia (6 US blockade hexes)
- New York (6 US blockade hexes)
- Boston (5 US blockade hexes)
- San Diego (4 US blockade hexes located off Baja California)
- Los Angeles (4 US blockade hexes)
- San Francisco (4 US blockade hexes)
- Seattle (1 US blockade hex at the entrance to Puget Sound)
- Lake Superior (1 US sea control hex)
- Lake Michigan (1 US sea control hex)
- Lake Erie (1 US sea control hex)
- Lake Ontario (1 US sea control hex)
- St. Johns (3 UK blockade hexes off Newfoundland)
- Sargasso Sea (4 UK sea control hexes off Bermuda)
- Kingston (2 UK blockade hexes off the coast of Jamaica)
- Sandwich Islands (3 UK sea control hexes off Hawaii)
- Halifax (3 Canadian blockade hexes off Nova Scotia)
- Quebec City (4 Canadian blockade hexes on the St. Lawrence)
- Vancouver (3 Canadian blockade hexes in the Strait of Juan de Fuca)
- Prince Rupert (1 Canadian blockade hex)
- Lake Superior (1 Canadian sea control hex)
- Lake Huron (1 Canadian sea control hex)
- Lake Ontario (1 Canadian sea control hex)
- Norfolk VA (3 CSA blockade hexes off the Virginia coast)
- Wilmington, NC (3 CSA blockade hexes off the North Carolina coast)
- Charleston (3 CSA blockade hexes off the South Carolina coast)
- Savannah (3 CSA blockade hexes off the coast of Georgia)
- Miami (4 CSA blockade hexes in various channels in the Bahamas)
- Havana (3 blockade hexes in the Florida Strait)
- Guaymas (3 blockade hexes at the entrance to the Sea of Cortez)

Of 84 blockade hexes, 34 of them are against the US, and the remaining 50 are against the Entente (12 the UK, 15 Canada, 22 the CSA) meaning that the Entente are more vulnerable to blockade, which is fitting given that in the books the British, and to a lesser extent the Canadians and Confederates, are brought low in large part by US-German sea power.



Attachment (1)

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 229
Soft-coding Part 9b - Tweaks - 10/20/2021 7:22:59 PM   
FOARP

 

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Soft-coding Part 9b - Tweaks


I've made some further tweaks to the game based on play testing:

1) Garrisons have been made unbuildable and static - I was originally planning to use them as regiment-sized units to cover the large fronts of this war, but they proved too fiddly and their inability to dig-in is hard-coded into the game. Infantry Brigades (AKA detachments) and Cavalry Brigades will instead cover the gaps. Garrisons will be provided at the start in important cities (e.g., state capitals) and fortresses behind the lines, each having one just to stop ninja-like blitzes capturing them without a fight.

3) I've made Lake Ontario and Lake Erie a bit larger so there's more room to manoeuvre on them.

4) I've tweaks the graphics quite a lot, giving the US new plane graphics (German-style planes in "Green Gray" with USAAC roundels), adding Mexican roundels to their planes etc. This took a long time to do!

5) I've given Mexico a -30% MPP "corruption" nerf, and the CSA a -20% "racism" nerf for better balance.

5) I've added Brazil to the game - they can provide a dreadnought and destroyer to whichever side woos them.

Tasks still left to complete:
1) Implement Quebec as a releasable nation.

2) Implement victory events.

Attachment (1)

< Message edited by FOARP -- 10/20/2021 7:25:42 PM >


_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 230
RE: Soft-coding Part 9b - Tweaks - 10/23/2021 12:22:40 AM   
Sigizmund


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I want to join testing

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Soft-coding Part 10 - Quebec - 10/23/2021 7:20:09 PM   
FOARP

 

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Soft-coding Part 10 - Quebec

A quick one today - I've added Quebec into the game as a releasable nation. To release Quebec the US must capture Quebec City, Trois Rivieres, and Montreal, and the US will then get a decision whether or not to support Quebec independence. If the US takes the relevant MPP cost, Quebec is released and three Quebec army units are formed (two infantry divisions and a brigade).

Since Quebec makes up so much of Canada, and since the independence mechanism used by the game is fairly buggy (it ought to allow you to not kick out all the Canadian and US army units but there doesn't seem to be any way of doing this) I've restricted the area liberated by the US decision to support Quebec independence to only Quebec City itself - Quebec will annex the rest of the province after the victory against Canada. Allowing all the Canadian units to be kicked out of Quebec by the event seemed to give the US player way too big an advantage. It is also more realistic that the US would not simply hand over control of the province to nationalists in one go.

I'm also going to have some minor events to simulate the conscription crisis in Quebec. In the books all of Canada is subject to conscription, but I doubt this would have been uncontroversial in Quebec so some events like the historical Easter Riots should take place.




Attachment (1)

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

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Post #: 232
RE: Soft-coding Part 9b - Tweaks - 10/25/2021 5:09:43 PM   
Bufo

 

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Do all the Great Lakes have NM control zones? Excited to see that things are all coming together.

(in reply to FOARP)
Post #: 233
RE: Soft-coding Part 9b - Tweaks - 10/25/2021 6:55:20 PM   
FOARP

 

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quote:

ORIGINAL: Bufo

Do all the Great Lakes have NM control zones? Excited to see that things are all coming together.


Thanks. Yeah, finally have some time to work on this.

All the Great Lakes have at least one control zone. Michigan and Erie have no, or no major, Canadian ports on them, so they only have US control zones on them (i.e., zones which Canadian warships can be parked on/near to lower US morale). Superior has both Thunder Bay and Duluth as ports on it, so it has both US and Canadian control zones on it. Similarly Lake Ontario has both Toronto and Rochester on it and so has both US and Canadian zones. Huron has only a Canadian zone - whilst there are some US ports it's obviously more important for Canada.

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to Bufo)
Post #: 234
RE: Soft-coding Part 9b - Tweaks - 10/25/2021 6:56:55 PM   
FOARP

 

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quote:

ORIGINAL: Sigizmund

I want to join testing


Thanks. I've been working on this more than two years now so I'm really looking forward to getting something out there that people can at least play around with. I'll DM you when I have something testable.

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to Sigizmund)
Post #: 235
RE: Soft-coding Part 9b - Tweaks - 10/26/2021 7:56:32 PM   
FOARP

 

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Soft-coding Part 11 - US victory events

Hello again. The last few days I've been working on a series of events that will fire if the Entente powers reduce below 1% national morale. These are:

UK
If UK morale dips below 1% the UK surrenders and the US gets to annex Newfoundland (including Labrador), the Bahamas, Bermuda, and the Sandwich Islands (AKA Hawaii). Canadian and CSA morale is also lowered.

Canada
If Canadian morale goes below 1% the US annexes the whole of Canada except Quebec which is released as a independent, US-dominated minor power. It also triggers an event that significantly lowers CSA and UK morale.

CSA
If Confederate morale falls below 1% then the US annexes Northern Virginia, Kentucky, Sequoyah (AKA Oklahoma), Western Texas (AKA the US state of "Houston"), and a chunk of Northern Sonara.

Picture: Western Texas post-US annexation




Attachment (1)

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 236
Soft-coding Part 12 - Entente Victory - 10/29/2021 2:43:29 PM   
FOARP

 

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Soft-coding Part 12 - Entente Victory

Whilst the books give clear guidance as to what the territorial demands of the USA were after winning the Great War, there is almost nothing in the books about what the Entente side wants.

I've assumed that a victorious CSA would want to take back West Virginia and would also have wanted the two thinly-populated western states of New Mexico and Arizona. Whilst the books do describe sympathisers in neighbouring states in the mid-west (e.g., in Missouri) annexing all or parts of these states sounds like too big a bite to take. Similarly I don't see Canada doing more than taking territory that had previously been disputed with the US - in this case the disputed zone of the Oregon dispute west of the Columbia river. Mexico is distinctly described as a second-rate power but if they're on the side of the Entente they should at least get something, so they claim San Diego, Imperial, and Riverside counties in Southern California, as these are either thinly populated or have large Spanish-speaking populations.

What do you think?

Picture: the new border in Southern California.




Attachment (1)

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to FOARP)
Post #: 237
RE: Soft-coding Part 12 - Entente Victory - 10/31/2021 1:06:24 AM   
OldCrowBalthazor


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Been following this mod for ages..keep up the good work. I like featuring Mods for the SC games on my YouTube channel. When you look like you are getting close to release.I would like to give this a go in an PBEM match in the future.

cheers.

_____________________________


(in reply to FOARP)
Post #: 238
RE: Soft-coding Part 12 - Entente Victory - 11/2/2021 8:20:17 PM   
FOARP

 

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Joined: 12/24/2012
Status: offline

quote:

ORIGINAL: OldCrowBalthazor

Been following this mod for ages..keep up the good work. I like featuring Mods for the SC games on my YouTube channel. When you look like you are getting close to release.I would like to give this a go in an PBEM match in the future.

cheers.


Thanks OCB. Yup, will definitely get in touch when it's close to release.

_____________________________

American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.

(in reply to OldCrowBalthazor)
Post #: 239
RE: Soft-coding Part 12 - Entente Victory - 11/3/2021 9:29:31 AM   
Jazon


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Keep it going!
We are all waiting for release!

(in reply to FOARP)
Post #: 240
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