Fall Weiss II - WIE 14.0 - (Ready for Download)

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crispy131313
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RE: Fall Weiss II 14.0

Post by crispy131313 »

Thanks for the feedback, I will look into the Axis behavior in North Africa. It should be less easy, (and less Italian HQ too).
Fall Weiss II - SC3 Mod
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Taxman66
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RE: Fall Weiss II 14.0

Post by Taxman66 »

I would check on that early Barb decision tree too.
Why give Russia equipment (to lower her mobilization) if you are going to attack that early anyway?
Also probably best to have a check to delay (early) Barb if the weather is bad.
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aesopo
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RE: Fall Weiss II

Post by aesopo »

Trying alternative strategies. Had axis and rejected Molotov deal. Soviet readiness still held around May 41. Went Benelux, Denmark, Norway route- left Yugo alone. Still ready to jump on USSR by then. There should be a massive jump in USSR readiness to make this gamey stratagem not work. In another game, I tried again as axis rejecting Molotov and then going after the Baltic states one by one, of course DOW by USSR when I DOWed Estonia.Then Finland joins, but then Moscow peace deal fired but Finland remained at war against USSR simultaneously Finnish territory was surrendered to the USSR?
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dhucul2011
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RE: Fall Weiss II

Post by dhucul2011 »

What a fantastic MOD Crispy.

As Axis on veteran I did Poland, Denmark, Norway, Netherlands, Belgium, France and then Sealion followed by Greece and Yugoslavia.

By the time the USSR DOW'd me in August 1941 I was in Scotland fighting the Americans and British and was closing in on Cairo.

The Eastern Front became a WW1 war of attrition and the USSR put up a big fight in Iraq and Persia until Axis victory in 1945.

Some observations:

1. I still think Germany has way too many infantry units available. With all of the extra units from DEs I never ran low on German manpower. I would suggest a further reduction in garrisons, divisions, corps and armies by 25%.
2. Ramp up the oil shortages. I never got near the Caucasus and never really suffered from the shortages when they did happen.
3. The German High Command got angry about Yugoslavia joining the Allies even after I had DOW'd them.
4. The AI (from base game) is broken after a successful Sealion. The attempts to invade Cornwall, Devon and South Wales are easily stopped by the Italians with their expanded air force. I would suggest some additions to possibly invade Spain, Norway and/or France at the same time.
5. With the secret Irish protocol I think you may have to put in some AI scripts for the US airforce to move to Ireland. They didn't show up at all. When the game ended in 1945 there were twenty US air units in Eastern US.
6. You may also have to add some AI scripts to do something, anything, with the UK after Sealion. At end of game there were fifteen UK land units in Canada.

Thanks for all of the hard work.

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sillyflower
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RE: Fall Weiss II

Post by sillyflower »

Will my v. 17.0 games work if I upgrade to 19.0?
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whitewolfmxc
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RE: Fall Weiss II

Post by whitewolfmxc »

ver 19

1) strange enough in all my games Greece joins axis and bulgaria joins allies ? lol

2) also AI help on British side on egypt is ridicilious lol yet italy has no help at all (besides Afrika corps) XD hahahha seeing italy use 2 units to attack my 10 units in africa is hilarious

3) Finns really need some more unit choices (and qty as well ) on the start up , even after the event it is hardly any threat to soviet (and soviets now get new events to tough up that boarder area as well , so finns has no chance at all)

at least let finns build Arty and anti tank units ?

4) is it just me or i have never seen an German AI try sealion option ? (or in fact even battle of britain air war ?)

5) seems liberated nations dont have AI ? im talking about major nations like italy etc , they dont spend MP or do anything with the units ?
elxaime
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RE: Fall Weiss II

Post by elxaime »

V 15.0 PBEM

Just had a weird occurrence as Allies I've never seen before in any game. I bought a UK HQ (Montogomery) and a garrison. This is June 1940 or so. Then they instantly - I mean immediately after I bought them - appeared in a pop-up window for placement in UK. No build time. Anyone else seen this? This seems a nasty bug.

EDIT: my opponent reports the same - instant construction. I am wondering if it is some kind of bug that has been inserted later since we are using an older version of the mod. Perhaps this is due to some update since in vanilla. Anyway, I am suggesting a restart using 19.0 and we will see if the bug replicates.
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sillyflower
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RE: Fall Weiss II

Post by sillyflower »

I think that instant vs delayed(normal) production is an option so someone probably pressed the wrong button when setting the game up
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sillyflower
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RE: Fall Weiss II 14.0

Post by sillyflower »

ORIGINAL: crispy131313


Did you extract the downloaded folder into your Campaign folder? Not the game one, but the one in this directory.

C:Drive > Users > My Profile > Documents > MY Games > SC3 > Campaigns

I downloaded v.19.0 intending to have it alongside 17.0 which is the version used for my current games. It is installed in this file and 17.0 disappeared. However, I can still play 17.0 but not 19.0. I attach the evidence that I'm not wholly bonkers......

Image
Attachments
FWinstall.jpg
FWinstall.jpg (208.35 KiB) Viewed 101 times
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elxaime
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RE: Fall Weiss II

Post by elxaime »

ORIGINAL: sillyflower

I think that instant vs delayed(normal) production is an option so someone probably pressed the wrong button when setting the game up

Ah, I did not know that! That's probably what my opponent did. No one had used that option before so I didn't even know it existed. I didn't purchase units until around turn 6, so that is when I discovered it. Since it is an option, not a bug, my opponent wanted to play on. However I would not have wanted to use that option in the first place, so I resigned.

I suggest in the future that anyone starting a new PBEM game let people know in advance if they intend to use optional rules, as it will avoid later confusion. I would not have taken the game if I knew we were using instant-deployment, but perhaps someone else would have been fine with it and taken the game.
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sillyflower
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RE: Fall Weiss II

Post by sillyflower »

Xaime

Before you accept a game up from the screen, mouse over the scenario description and you can see what options are being used. I have to say that I haven't come across instant production being chosen. I wouldn't play with it either.
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elxaime
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RE: Fall Weiss II

Post by elxaime »

Thanks - never thought to check options before, will do so now.
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ThunderLizard11
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RE: Fall Weiss II

Post by ThunderLizard11 »

Playing v19 - question on changes to France surrender conditions - I have taken Paris and capital has moved to Bordeaux - I have to go capture Bordeaux to get France to offer Vichy - was this an intentional change? I also noticed that the BEF stays in France rather than leaving quickly as in vanilla.

Also, what am I supposed to be doing with Finland? Looks like you don't actively engage in Winter War?

And - why does Portugal join WW2 at onset? Should Germany invade them after taking France?
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crispy131313
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RE: Fall Weiss II

Post by crispy131313 »

All of what you are seeing in France (Bordeaux, BEF) is still the same from vanilla I have not made these changes. In fact BEF and Bordeaux are often in correlation as the presence of the BEF will usually trigger the French to keep fighting and move their capital.

I weighed the option of simulating the Winter War and it would be a crazy amount of work for only 2-3 turns per side. Finland's focus should be preparing for the continuation war.

The UK has an event that will trigger Portuguese war entry, it is one of the many variants I put into the game so it's not always the exact same war. If Portugal joins the war then you should focus on bringing Spain into the fold, rather then attempting an expensive/risky amphibious invasion on such a small country.

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ThunderLizard11
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RE: Fall Weiss II

Post by ThunderLizard11 »

Nice mod Crispy.

Just ran an Axis campaign through Feb '45 and am abandoning as writing is on the wall for Axis. I find late game performance too slow to drag out to the bitter end but that's a vanilla issue.

A couple observations:
* The RN seems much stronger than vanilla or subs have been nerfed or both? This is the biggest change I noticed. In vanilla, it's way too easy to take out the RN in both Atlantic and Med.
* Allies attacked Algeria which I've seen once before in vanilla but also attacked Spain. Portugal already joined Allies at beginning so there were tons of units in Iberia when they DOWed Spain. Is this a mod change?
* Allies still do a poor job with transport escort. I think HC worked on this some in his recent Sea Lion campaign mod.
* Do Soviet's get buffs versus vanilla? Seems like there's more units but hard to know.
* Finland seemed to suddenly quit the war - not sure what happened as I missed the message I guess but all of a sudden their units disappeared.

Thanks for the efforts!
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crispy131313
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RE: Fall Weiss II

Post by crispy131313 »

Their are more naval units in general for both sides in the game, the RN is strongest of all of course and the AI in general gets some additional units in all aspects of the game. The biggest change is the Axis surface fleets are 2x more expensive to maintain (repair) then the RN and American Navy.

The Allied invasion of Spain is a mod change, it is a variable strategy that will only happen every once in a while.

I am aware of the Sealion mod and have been looking through it to see if I can figure out what was changed and use it as well.

The Soviets get buffs vs. Vanilla, for both AI and PBEM.

Finland will quit the war if their National Morale drops below 50%

- Thanks for the feeback, the mod is more geared towards PBEM lately as I find it much more enjoyable but I do make efforts to keep the AI game fun as well.
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ivanov
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RE: Fall Weiss II

Post by ivanov »

A silly question- there're two download links - which one should I use? Also, is it possible to use this mod with SIPRES High Res Mod, or it wouldn't work because there're some new units in Fall WEiss?
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crispy131313
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RE: Fall Weiss II

Post by crispy131313 »

I've updated the front page to show only one link, and you are correct that the customer bitmaps created by others would not work because I've changed the units.
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ivanov
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RE: Fall Weiss II

Post by ivanov »

Great, thank you for the info!
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crispy131313
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RE: Fall Weiss II

Post by crispy131313 »

Version 20.0 has been uploaded

https://www.dropbox.com/s/jxwfv61jb9s3q ... C.zip?dl=0

Poland Purpose is to help the Axis AI defeat Poland faster
- Added strength scripts to weaken Polish units near Warsaw vs Axis AI.

Eastern Front Shock Armies will have better Tank/Light Armour defense for much of the campaign before reaching equilibrium with Infantry Armies at the highest researched level. German manpower is further reduced as well.
- Boosted USSR Shock Armies Tank/Light Armour defense research increments from 1 to 1.5 per level.
- Boosted USSR Shock Armies starting Tank/Light Armour defense stats from 2 to 2.5
- Added 1 Anti-tank, 1 Heavy Artillery unit to Finland build limits.
- Reduced German Build limits further by 10 Infantry Corps, 5 Garrison.

North Africa Meant to slow a rapid British advance against the Axis AI before arrival of the DAK
- Amended Italian AI units in North Africa (1940).
- When playing against Axis AI, British Forces will Mobilize In Egypt no earlier then September 1940.

Sealion Much needed tweak for AI play
- Adjusted Post Sealion Allied AI based on the Sealion Mod provided by the game designers.

Allied Bombing Campaign Desire is for the USA to have a HQ with experience available to compete with an experienced German HQ commanding German aircraft in PBEM play
- Added new HQ (Arnold, rating 6) to USA build limits
- Added Arnold HQ to USA production Que with 2 experience
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