ORIGINAL: Batavian
Looking forward to it. Thank you very much.
+1
ORIGINAL: Batavian
Looking forward to it. Thank you very much.
ORIGINAL: JawBreaker
This is the most brilliant damn mod I ever saw.
The man who made this is a friggin' genius.
This mod is as close as you can get to ABSOLUTELY PERFECT...
FYI, I am wrapping up some playtesting and final tweaks for v1.2. I hope to post it later this month. So I can move on, to my next Advanced Third Reich surprise...
ORIGINAL: Panzeh
I recommend reducing the range in which US entry is increased for prewar Italian naval activity around Alexandria from six to five hexes to accommodate the variant here Cyprus is given to Italy at Versailles.
ORIGINAL: Navaronegun
pzgndr, one more Variant tweak/fix I'd recommend is to the German Airborne expansion capability. Currently, the unit is granted, but I'd recommend that the force limit be increased to 3 Corps as well. I only discovered it after building Airborne to the Maximum after the Variant fired. I had three, but when one was eliminated, it couldn't be rebuilt. I am playing Panzeh (who made the Cyprus suggestion) in a seemingly endless loop of Mirror games PvP.
ORIGINAL: sPzAbt653
I suggest you be given the first 'SC3 Excellence in Mod Design' award!
ORIGINAL: pzgndr
The problem with doing that is that it makes the additional variant units standard; i.e., anybody could build extra. In a couple of cases I did use extra unit slots for variant units, such as the additional 2 US fleets from the Pacific. But in general the freebie units are only good until destroyed and then you're back to the standard build limits. Probably best to keep it that way.
ORIGINAL: Navaronegun
When do you approximate release of v1.2, pzgndr?
ORIGINAL: pzgndr
Well, I was thinking about wrapping it up in a couple of weeks. But you and panzeh have given me some good feedback, and I'm going to make some additional adjustments. It will take a bit longer for additional playtesting. So, I don't know, maybe September sometime.
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Advanced Third Reich for Strategic Command WWII: War In Europe, v1.2
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DATA CHANGES
- reduced Russia initial mobilization from 30% to 25%
- slightly reduced chances by 5-10% for sandstorms in Africa and Middle East, snow in Europe during winter, and significant reductions in frozen weather (to permit more effective combats)
- doubled initial BRPs to help jumpstart spending options
- made significant revisions to economics to get back to boardgame originals:
-- all industrial areas now 20 BRPs and all oil now 30 BRPs
-- Britain (was getting about 80/turn and should have been getting 125/turn)
- Hamilton added as Canadian industrial area
- one Canadian oil for variant and one for total war increase if London occupied by Axis
-- France (was getting about 70/turn and should have been getting 80/turn)
- changed Sedan to major city (this also helps Germany)
-- United States (production should now approach 400 BRPs by 1944)
- changed Syracuse, Rochester, and Pittsburgh to industrial areas
- deleted Charlotte
- total of seven oil; one increase each year 1940-45, plus one increase upon DOW
-- Russia (production should now approach 180 by 1944)
- changed Yaroslavl, Voronezh, Dnepropetrovsk, and Kuibyshev to minor cities
- total of three oil; two increases in 1941 at war, one in 1942
- three additional oil; two for increase if Leningrad/Moscow occupied by Axis, one for variant
-- Germany
- Ploesti oil increase in 1943 for total war production
- no change to Leuna oil variant, but value is now greater
-- Italy
- no changes
- deleted Palestine and Trans-Jordan as separate minor countries and made whole area Egypt (now all 15 BRPs subject to convoy losses)
- increased Germany max research of Industrial Technology to 2 chits, to allow it to reach level 5
- added strength 5 fleets to the P/Q: Britain, Jan 1940; Italy, May 1940; Germany, July 1940.
- made adjustments to Strategic Warfare to increase economic losses
-- increased U-Boat raid multiplier from 10 to 15
-- increased Strategic Bomber resource attack from 4 to 5
- fixed CTV data for Vichy France armor
- changed air op restrictions for Spain/Turkey/Yugoslavia to Home/Controlled
- changed CTV data for Partisans to allow only soft defense 1
- restricted United States infantry and armor builds until September 1941
SCRIPT CHANGES
- adjusted OFFENSIVE scripts for Germany attacking Yugoslavia and Russia
- adjusted GUARD scripts for Germany garrison of Poland/Eastern Front and British garrison of Palestine/Trans-Jordan
- adjusted GUARD scripts for Italy garrison to include Naples with Rome/Taranto/Messina as default defense
- adjusted GUARD scripts for Germany garrison of Albania and Greece prior to Italy surrender
- adjusted STRENGTH scripts to slightly reduce effects of supply shortages, generally from 2-4 to 1-3
- fixed STRENGTH scripts for Axis AI games for Allied supply shortages, now requiring United States not yet at war
- added STRENGTH scripts for excessive German units (5+) in the Tobruk-Alexandria corridor
- adjusted RESOURCE scripts for Russian BRPs, loss of Smolensk OR Kiev triggers Urals Industry Transfer, failsafe 1943
- adjusted RESOURCE scripts for economics changes discussed above
- adjusted UNIT scripts to change failsafe date of Russian 3-3 infantry to 1942 and Siberian Transfer to 1947
-- changes require loss of Smolensk OR Kiev to trigger 3-3 infantry
-- changes require United States war entry to trigger Siberian Transfer
- adjusted UNIT scripts for arrival of extra fleets (British AI 1942 to 1941, United States AI 1942)
- adjusted UNIT scripts to reduce additional unit variants from 10% to 5%
- added UNIT script for de Gaulle HQ and Free French unit arrivals upon liberation of France
- fixed unit script error for Free French unit in Syria
- fixed CONVOY scripts bug to reduce Lend Lease and Murmansk convoys based on Russian advances
- adjusted CONVOY scripts to reduce convoy seasonal reductions, except for Murmansk Convoys (U-Boats will have to inflict losses)
- adjusted CONVOY scripts to slightly reduce Lend Lease and Murmansk Convoy percentages
- adjusted SURRENDER_2 scripts for Italy surrender, more consistent with A3R rules
-- surrender requires Axis has no units in North Africa and Sicily
-- surrender requires Allies have a unit (single) on mainland Italy in range of Taranto or Rome
- adjusted AMPHIBIOUS and AMPHIBIOUS_MINOR scripts for improved Allied invasions of Sicily and Italy
- added new FREE_UNIT script for Romanian units transferred to Russian control (75% chance) when Romania surrenders
- adjusted US MOBILIZATION_2 scripts to reduce range from 6 to 5 for Italian fleets approaching Alexandria/Gibraltar
- added SURRENDER_2 scripts for Allied invasion of Vichy Syria and Lebanon o/a 1941/06/08
- PARTISAN scripts should now work with #ADD_UNIT= 2 force pool limits in v1.15
- revised WAR_ENTRY scripts for Iraq, now variable pro-Axis coup (10%) or pro-Allied coup (40%) o/a 1941/04/01
- changed WAR_ENTRY scripts to MOBILIZATION_3 scripts for pro-Allied events for Axis-aligned minors
-- pro-Allied coups for Spain, Sweden, and Yugoslavia
-- Free French variant activations for Algeria, Morocco, Syria, and Tunisia