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Swatter's Mod Pack - 5/20/2010 5:07:30 AM   
swatter555

 

Posts: 175
Joined: 3/19/2002
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Hello ToW players, I have put together a comprehensive mod for 1.7. First I want to give credit to Peter 123 whose map I use modified for my purposes. Peter 123 also inspired my counter set. The gameplay changes are my own. I wanted to give ToW a more historical flow, where good weather is used for grand offensives and winter weather can only support limited attacks.

I created a unit set that I think looks neat, but can be a little busy. I still like my old unit set, I am not sure which I prefer. I will provide a link to my old ones too: http://www.4shared.com/file/d3cDTyqj/Swatters_Counters.html

Included in the mod is the following:
-new counter skin
-new map skin (thx Peter123)
-new 1939 scenario

Just unzip the following file into the data/gfx folder and set them in-game.

http://www.4shared.com/file/i4ssxxSX/Swatter_New_1939.html

Edit- you need to put scenario in the scenario folder.

The new scenario is still being tested, so balance may not be perfect. If you think something needs to be fixed, let me know. The German AI may come out real strong, that is my hope. Just in case set them to easy or better.

Change List for Gameplay:
1) Leader Ratings: Changed leaders I thought were too poorly rated.
2) All ship start repaired: I found this annoying, plus makes up for lost PPs due to shorter year.
3) Slovakia surrenders on turn one: What the heck was it doing in there anyway?
4) Attacker losses in airstrikes increased to offset new effectiveness.
5) Airstrike losses greater: Airstikes will make a difference in battle, but must be used with restraint.
6) Doctrine level and action points: Germans have a great advantage to start.
7) Zone of control penalty reduced for mot and tank: Once again, clear weather attacks will be more effective.
8) Turns per month adjusted to the following: Jan-Dec 2,2,3,3,4,4,5,5,4,3,3,2.
9) Mountain defense doubled. Hill and city defense also increased, but not as drastic.
10) Trenches now build up in increments of 10 for a maximum of 50.
11) Winter move cost increased 70%.





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< Message edited by swatter555 -- 5/20/2010 5:15:54 AM >
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RE: Swatter's Mod Pack - 5/20/2010 9:28:43 AM   
dodd1

 

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Joined: 12/2/2009
From: Sydney Australia
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Thanks for the new mod. I noticed in your earlier notes you had planned to make ground units such as normal infantry more expensive yet the cost appear unchanged. Is this due to the lesser number of turns per game year?

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Post #: 2
RE: Swatter's Mod Pack - 5/20/2010 11:27:44 AM   
swatter555

 

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The real problem was the lack of a manpower representation in the game, and trying to fix that by making infantry cost more didn't work out. It had more unintended consequences that I thought it would and it messed with game mechanics in too many ways. I suppose it is one of the things I have to accept about the game.

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Post #: 3
RE: Swatter's Mod Pack - 5/20/2010 12:22:30 PM   
cpdeyoung


Posts: 2894
Joined: 7/17/2007
From: South Carolina, USA
Status: online
I will be giving this a try as I find time, and I thank you for your efforts.  The representation of a corps as three divisions is an interesting idea, whether Peter123's or yours.

Thanks again,

Chuck

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Post #: 4
RE: Swatter's Mod Pack - 5/21/2010 2:15:10 AM   
axisandallies


Posts: 329
Joined: 9/21/2009
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I like your mod so far. I think the AI is using the bombing runs on units really well. The money I should be spending on new units I'm spending on repairs. Ouch!!!

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Post #: 5
RE: Swatter's Mod Pack - 5/21/2010 11:14:43 AM   
axisandallies


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I have noticed that the AI is a little better in this mod. I like what you have done. You can no longer have huge tank armies and now you must use combined arms to reach your goals (as it should be). This is the best ETO game right now.

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Post #: 6
RE: Swatter's Mod Pack - 5/21/2010 9:41:24 PM   
gwgardner

 

Posts: 3195
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quote:

ORIGINAL: axisandallies

I have noticed that the AI is a little better in this mod. I like what you have done. You can no longer have huge tank armies and now you must use combined arms to reach your goals (as it should be). This is the best ETO game right now.


I didn't notice anything in the notes that would cause a better AI. Or a reason for not having huge tank armies. Please explain.

This mod might just get me back to playing ToW more intensely again.

(in reply to axisandallies)
Post #: 7
RE: Swatter's Mod Pack - 5/22/2010 5:27:08 AM   
swatter555

 

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My changes might cause the Germans to be a tougher opponent the first 2 years. This is because there is a wider land doctrine gap initially. I did increase the entrenchment bonus to 50% in increments of 10, in addition to making cities easier to defend. This will make it harder for humans, but I am unsure of how this will affect the AI in the long-term.

I don't want my mod to be over-sold, because I think its best contribution is to game flow and not really intended to help the AI.

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Post #: 8
RE: Swatter's Mod Pack - 5/24/2010 8:12:00 AM   
AH4Ever


Posts: 605
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From: NU JOYZ
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quote:

ORIGINAL: swatter555

My changes might cause the Germans to be a tougher opponent the first 2 years. This is because there is a wider land doctrine gap initially. I did increase the entrenchment bonus to 50% in increments of 10, in addition to making cities easier to defend. This will make it harder for humans, but I am unsure of how this will affect the AI in the long-term.


One, what I guess would be an unexpected advantage for Germany is the ability to conquer the Baltic States rather quickly. Even while the invasion of Poland is underway.


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Post #: 9
RE: Swatter's Mod Pack - 5/25/2010 12:58:12 AM   
swatter555

 

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Let me know what you all think of the changes, good and bad. I can make the mod better with more feedback.

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Post #: 10
RE: Swatter's Mod Pack - 5/25/2010 1:46:43 AM   
cpdeyoung


Posts: 2894
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From: South Carolina, USA
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Normal production for all countries.

I have played both ways.  The Allies held France, and the British and French were advancing into Germany when the very, very powerful Soviets attacked and will break the back of the Axis.  The Germans have no reserves, period.  The east is empty. Britain, France, Iraq and Norway swept the Med and defeated Italy.

The Germans were fun to play against and did much better than they do in the regular 1939 scenario.  This is a step in the right direction.

In my current campaign as the Axis I have taken France in 1939, Yugoslavia and Greece inthe winter, and am going to start Barbarossa a year early.  Looking forward to this.  Poland was a breeze, the Low Countries, and France all pushovers.  The North African campaign goes well for Italy.

The AI (not your issue) played the naval war with incredible incompetence, including placing many raiders in the box off Portugal?  To intercept what exactly?  They will not have to worry about these ships any longer as the Germans destroyed them.  The Axis rules the waves.

I a playing with the new map and counters too, and enjoy them.  Thanks!

Chuck

(in reply to swatter555)
Post #: 11
RE: Swatter's Mod Pack - 5/25/2010 2:55:48 AM   
dodd1

 

Posts: 34
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From: Sydney Australia
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So far I have only played as the allies on normal settings

I like the fact that bombers are more effective as it gives the allies more of a chance to counter attack against the axis. Bombers are now a worthwhile build.

Thanks for making all ships start repaired as this enables Britain to at least keep pace with others in the technology race. Anything that is going to make winter tougher for the germans is appreciated. Would it be possible to introduce some events that reflect germany not having enough winter gear.

The decreased number of turns per month in winter, spring and fall might at least give a skilled PBEM allied player a chance of delaying a german invasion till 1941. It is frustrating to me to see Russia being invaded in 1940 because France is such a push over.

I would like to try the mod as a PBEM game if there are any takers

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Post #: 12
RE: Swatter's Mod Pack - 5/25/2010 7:51:52 AM   
swatter555

 

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Ya, I still have some work to do with winter, but I need to hear more feedback. It sounds like Chuck is kicking some real butt as the Germans.

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Post #: 13
RE: Swatter's Mod Pack - 5/25/2010 7:56:47 AM   
swatter555

 

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I just had a thought to keep the AI in the game (naval wise) somewhat longer. What if the number of hit points of all types of ships is increased? I am not sure how much, but that could keep the AI alive longer. I am just so highly disappointed at the way the naval war plays out, it dooms the AI side within a year, no matter what country it plays.

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Post #: 14
RE: Swatter's Mod Pack - 5/25/2010 7:49:45 PM   
cpdeyoung


Posts: 2894
Joined: 7/17/2007
From: South Carolina, USA
Status: online
Two weeks into Barbarossa, June 9, 1940. Making hay while the Sun shines.

Chuck




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Post #: 15
RE: Swatter's Mod Pack - 5/25/2010 8:24:08 PM   
gwgardner

 

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I think you should contact Doomtrader and find out whatever is necessary to make this new counter mix of yours for SoP. It would be a nice addition. (Funny huh how easy it for me to volunteer your time!)

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Post #: 16
RE: Swatter's Mod Pack - 5/25/2010 10:59:18 PM   
cpdeyoung


Posts: 2894
Joined: 7/17/2007
From: South Carolina, USA
Status: online
I have been thinking, as I mowed the lawn, about your idea for more hits per vessel.  This is a brilliant idea!  It reflects how few ships actually were sunk in this theater, gives the AI the chance you describe, and makes a "fleet in being" a real concept.

I would love to play with this mod.

Chuck

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Post #: 17
RE: Swatter's Mod Pack - 5/26/2010 4:05:56 AM   
swatter555

 

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Ok, lets consider a few things. The AI puts up a fight for a good year or so. The AI really pulls out all the stops. If I were to double the hit points, we are talking about the AI fighting hard for two years. In addition, if you set the AI countries to easy or very easy, they might be able to outpace you. Maybe they could win the naval war in that case. Yes, it is cheating, but right now it is too easy to win the naval war. Whats everyones thoughts?

Here are my thoughts about upcoming changes:

-Should I make winter movement penalties harsher?
-I am thinking about changing the pulses as follows Jan-Dec: 2,2,2,3,4,5,5,5,4,3,2,2.
-And of course the naval hp changes.

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Post #: 18
RE: Swatter's Mod Pack - 5/26/2010 4:10:34 AM   
swatter555

 

Posts: 175
Joined: 3/19/2002
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quote:

ORIGINAL: gwgardner

I think you should contact Doomtrader and find out whatever is necessary to make this new counter mix of yours for SoP. It would be a nice addition. (Funny huh how easy it for me to volunteer your time!)



The conversion shouldn't be too hard. What would make this mod alot cooler was if someone could help me by creating aircraft silhouettes for each country for each tech level. That is something I really wanted to do but didn't have the time.

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Post #: 19
RE: Swatter's Mod Pack - 5/26/2010 12:59:47 PM   
AH4Ever


Posts: 605
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From: NU JOYZ
Status: offline

quote:

ORIGINAL: swatter555

I just had a thought to keep the AI in the game (naval wise) somewhat longer. What if the number of hit points of all types of ships is increased? I am not sure how much, but that could keep the AI alive longer. I am just so highly disappointed at the way the naval war plays out, it dooms the AI side within a year, no matter what country it plays.



You might want to look at

line# 277 #AI ship repair (HP % when ship is repaired)

in consts.csv as you consider changing the hit points.

it is set at 35%, I'm not sure if increasing or decreasing it would help AI fight on longer but I thought I would point it out to you.



_____________________________

JJMC

The next best thing to being clever is being able to quote someone who is.

You weren't there Thursday... You MISSED it!

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Post #: 20
RE: Swatter's Mod Pack - 5/26/2010 1:06:36 PM   
Hairog


Posts: 337
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Looking good Swatter. Keep it up. Any improvement in the naval game is welcome.

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Post #: 21
RE: Swatter's Mod Pack - 5/28/2010 2:21:12 PM   
cpdeyoung


Posts: 2894
Joined: 7/17/2007
From: South Carolina, USA
Status: online
The game as the Axis is fun, but they are very capable. The AI just cannot stand up against these big boys.

I think the best game might be found playing as the Allies, but with France as an AI nation.

Chuck




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RE: Swatter's Mod Pack - 5/28/2010 9:13:21 PM   
dodd1

 

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From: Sydney Australia
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I agree. I made the mistake as the allies of controlling France and was able to stop the blitzkreig into France on the French Belgian border. If you use the option of sending US pps to France the french can stall the AI easily. I built up my 3 French bombers and was able to make a strong counter attack on the Axis nearly every turn. Meanwhile in the East Russia declared war on Germany in October 1940, the German AI was too busy to do any thing about this. Russian bombers were effective and pounced on any axis unit that moved within their range. It was fun for the allies but not for the Axis AI. I think the AI needs to be set up to leave stronger forces in Poland and East Prussia to counter a possible russian declaration of war. Germany had aircraft stationed there but not many land units.


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Post #: 23
RE: Swatter's Mod Pack - 10/24/2010 8:40:38 AM   
Tomokatu


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YOOHOO! SWATTER!!
 
Now that we have the patch for ToW 1.81 installed, can you please give us at least an approximate timescale for updating this excellent mod of yours to be compatible?

I don't want to start a new Grand Campaign until it's in place (or am I perhaps the only player who reeely, reeely likes this mod?)



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Post #: 24
RE: Swatter's Mod Pack - 10/28/2010 9:40:27 AM   
Romdanzer

 

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From: Germany
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Hi Tomatakatu!

Did you try running 1.8.1 with this mod? It works for me - looks very nice indeed. I was thinking of maybe using the individual country plane silhouettes for my counters mod if possible. That's the last thing that could be improved actually .... at the moment I only have generic silhouettes for all Airforce counters.... and I have been always looking for exactly that - historically correct individual country plane silhouettes ...really cool.

So would that be ok swatter?

Romdanzer

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Post #: 25
RE: Swatter's Mod Pack - 10/28/2010 10:18:16 PM   
Tomokatu


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Actually, Romdanzer, I did.
It required me to edit the misc.csv to change the version number (that removed the message that there was a version mismatch) but when I went to the Fleet screen to set up a convoy, I found that the fleet map wouldn't scroll South. Scrolls North, West & East OK but I can't get to the North African coast. There seems to be no "hotspot" at the edge of the map to start off the down scroll.

The only other edits I have made were to the appearance.csv, because I don't want the land_unit names on my map. That's lines 25, 51, 77 & 103 (for the various Zoom levels) but that shouldn't be the cause, because I prefer to use Agent S's counters (Version 10/09).

So, I'm stopped cold if I can't set up my alternative convoys for Malta and Gibraltar fom Alexandria.

I've exhausted my level of experise with the scenario and the modding tutorial on Wasteland's forum hasn't addressed the map parameters, so I'm "paused" indefinitely.

As far as your need for silhouettes for air counters, what did you have in mind as the aircraft for your various countries? Have you made a list of what you want? I have some aircraft graphics available that might be able to be worked into designs, but if you want PzL11s for Poland and Dutch G1s or I153s for the USSR - at that level of detail, then it might not be possible.

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Post #: 26
RE: Swatter's Mod Pack - 10/29/2010 12:42:45 PM   
Romdanzer

 

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From: Germany
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HI Tomokatu,

OH- I thought you meant the counters mod alone - I only tried that out - I have to admit that I haven't tried out Swatters "New 1939 Campaign" scenario - the scenario does sound incompatible as you described. I think I remember hearing about a kind of bug like that at some point (a hanging map during naval map scrolling) - you may want to search through the bugs forum area....but other than that I unfortunately can't help you out on further ...

I thought you where refering to the counters mod ....

As far as the silhouettes are concerned I don't need to go into the very nitty gritty details as you describe. Doing that, while very accurate in detail, would go beyond the amount of time I can invest into this. The silhouettes as Swatter has in his unit mod is good enough for me at the moment - so that was what I was asking about

Romdanzer

(in reply to Tomokatu)
Post #: 27
RE: Swatter's Mod Pack - 11/30/2010 11:06:14 PM   
jlv61560

 

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Just for the record, Slovakia was a minor ally (puppet) state of Germany's and Slovakian forces participated in the invasion of Poland, the occupation of Poland, Barbarossa, and subsequently in anti-partisan fighting against Soviet partisans. Eventually, Slovakian forces were withdrawn to Slovakia where they attempted to rebel against Germany in 1944 and were ruthlessly crushed by German forces who then occupied Slovakia and incorporated it into the Reich.

The Slovakians fielded three infantry divisions and assorted motorized, armor and artillery units as well as roughly a hundred aircraft. By the time Barbarossa rolled around, the Slovakian "Fast" division was a useful (though not very powerful) motorized unit with some armor (mostly old Czech T-38s and some captured French equipment) as well as with a motorized artillery regiment or two.

Just so you know "what the heck they were doing in there anyway."

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Post #: 28
RE: Swatter's Mod Pack - 12/4/2010 2:28:53 AM   
Tomokatu


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quote:

Just so you know "what the heck they were doing in there anyway."

That's good of you to let us know.
I knew of the other minor Axis powers (Hungary, Romania etc) but never a word about Slovakia.



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Post #: 29
RE: Swatter's Mod Pack - 12/4/2010 8:02:11 PM   
jlv61560

 

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Yeah, I remember when I first learned about them (back in 1974 -- from playing a boardgame called "War in the East") it was a bit of a surprise as well. I mean, I knew they were a puppet state, but I had no idea they'd actually fielded combat units!

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"Under capitalism, man exploits man. Under communism, it's just the opposite." John Kenneth Galbraith

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