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: Fall Weiss II 14.0

 
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: Fall Weiss II 14.0 Page: <<   < prev  11 12 [13] 14 15   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Fall Weiss II 14.0 - 3/30/2018 1:18:25 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
The unit has a German activation symbol and mobilization 1, did Finland research that? Plus it’s the only solution that makes sense.



_____________________________


(in reply to sad ham)
Post #: 361
RE: Fall Weiss II 14.0 - 3/30/2018 1:27:49 PM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline

quote:

ORIGINAL: crispy131313

The unit has a German activation symbol and mobilization 1, did Finland research that? Plus it’s the only solution that makes sense.





You are right. It is german.
It is the unit that transfered from Norway thru Sweden by scripted decision.

(in reply to crispy131313)
Post #: 362
RE: Fall Weiss II 14.0 - 3/30/2018 3:14:28 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
quote:

I've found all the scripts that could possibly lead to this behavior and will upload a fixed version. Before I do could you provide some insight on how you mentioned the morale was falling by doing nothing?


For anyone playing an existing 14.0 match there are some workarounds, and sorry for the error.

For games vs. AI after Finland has joined the war, in advanced options turn off the highlighted scripts in the image below.
For games in PBEM the Allies should not offer an armistice.







Attachment (1)

_____________________________


(in reply to sad ham)
Post #: 363
RE: Fall Weiss II 14.0 - 3/30/2018 4:09:42 PM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline
I do not have "Finland declares war on the USSR" in War Entry.

Attachment (1)

(in reply to crispy131313)
Post #: 364
RE: Fall Weiss II 14.0 - 3/30/2018 4:12:34 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
That’s because one of the events already activated to bring Finland into the war initially and once that happens it is removed from the list. Of course this only is for 14.0 and should only be done after Finland has joined in game. 15.0 will be fixed and no shenanigans required.

< Message edited by crispy131313 -- 3/30/2018 4:14:48 PM >


_____________________________


(in reply to sad ham)
Post #: 365
RE: Fall Weiss II 15.0 - 3/31/2018 5:47:01 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
Version 15.0 available which fixes some behavior related to Finland's armistice in the 8 major version.

https://www.dropbox.com/s/c98lu5rd40l3d9o/FW15.0.zip?dl=0

Version 12.0 remains the 7 major version.

https://www.dropbox.com/s/xpitoop8dhf5k5e/Fall%20Weiss%2012.0.zip?dl=0

_____________________________


(in reply to crispy131313)
Post #: 366
RE: Fall Weiss II 14.0 - 4/1/2018 11:51:06 AM   
dspitfireb

 

Posts: 3
Joined: 4/1/2018
Status: offline
Hi,

I enjoy Fall Weiss mod a lot, but I prefer simultaneous turns. If I edit mod to sim turns and lower all industrial MPPs by half, should I get balance about right regarding amount of income???

(in reply to crispy131313)
Post #: 367
RE: Fall Weiss II 14.0 - 4/1/2018 12:43:18 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: dspitfireb

Hi,

I enjoy Fall Weiss mod a lot, but I prefer simultaneous turns. If I edit mod to sim turns and lower all industrial MPPs by half, should I get balance about right regarding amount of income???


Hi thanks, but I am certain that simultaneous turns would mess with my decision tree and possibly the vanilla as well.

_____________________________


(in reply to dspitfireb)
Post #: 368
RE: Fall Weiss II 14.0 - 4/1/2018 8:18:06 PM   
dspitfireb

 

Posts: 3
Joined: 4/1/2018
Status: offline
I guess it could unbalance the research, but dont understand why decisions, decisions would appear on specific dates anyway. I will give it a try and see. And why I enjoy the mod: cos its well balance. Playing as Allies on v11.0 I defended Leningrad for 3 years (2 health at Times of Leningrad hex Army) and Axis approached Moscow to within 2 hexes until my counterstrike came and high cost of reinforcing ships is great and many more examples. What I would suggest would be to give HQ or recon units more spotting range to give some land recoinessance. cheers

(in reply to crispy131313)
Post #: 369
RE: Fall Weiss II 14.0 - 4/3/2018 2:33:04 PM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline
Maybe Finns should have the possibility to re-enter the war after the armistice as there is a really critical situation for the USSR. What do you think, Crispy?

(in reply to dspitfireb)
Post #: 370
RE: Fall Weiss II 14.0 - 4/3/2018 3:57:18 PM   
jjdenver

 

Posts: 1645
Joined: 11/2/2007
Status: offline
Hi Crispy, what's your confidence level that v15.0 is ready to play or will require more fixes before it's right?

(in reply to sad ham)
Post #: 371
RE: Fall Weiss II 15.0 - 4/3/2018 6:55:10 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
quote:

ORIGINAL: jjdenver

Hi Crispy, what's your confidence level that v15.0 is ready to play or will require more fixes before it's right?


I am very confident that 15.0 is ready to play. It was an oversight that Finland could re-mobilize and I have reviewed all the mobilization war entry scripts to ensure that once Finland bows out they will stay out.

quote:

ORIGINAL: sad ham

Maybe Finns should have the possibility to re-enter the war after the armistice as there is a really critical situation for the USSR. What do you think, Crispy?


This would require keeping the units on map post-armistice which I think would feel a bit messy.


< Message edited by crispy131313 -- 4/3/2018 7:18:12 PM >


_____________________________


(in reply to sad ham)
Post #: 372
RE: Fall Weiss II 15.0 - 4/4/2018 2:36:51 AM   
jjdenver

 

Posts: 1645
Joined: 11/2/2007
Status: offline
With Finland as a major country will SU have to worry about an actual winter war in 1940? Or will it still be the same? i.e. does SU have to position units on the border with Finland right after game start? Anything else SU should expect to change?

(in reply to crispy131313)
Post #: 373
RE: Fall Weiss II 15.0 - 4/4/2018 3:07:37 AM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
The Winter War is still simulated (similar to USSR invasion of Poland).

Finland will deploy forces at war entry (1 Garrison at Petsamo, 2 Infantry Corps, 1 Infantry Army at Lappeenranta, 1 HQ, 1 Infantry Corps, 1 Infantry Division at Joenesau) in addition to the beginning forces on map.

Also note that Finland will accept an Armistice once their morale falls below 50% (if USSR offers) and that Finland has no consideration in the updated victory conditions to reflect it's separate war in most cases.

_____________________________


(in reply to jjdenver)
Post #: 374
RE: Fall Weiss II 15.0 - 4/4/2018 7:20:34 AM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline
How does the Finn morale fall?

(in reply to crispy131313)
Post #: 375
RE: Fall Weiss II 15.0 - 4/4/2018 10:34:27 AM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: sad ham

How does the Finn morale fall?



I’ve added National Morale objectives, and their are other situational events as well which can effect morale up or down.

_____________________________


(in reply to sad ham)
Post #: 376
RE: Fall Weiss II 15.0 - 4/4/2018 2:55:24 PM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline
I've seen morale fall down without loosing any objective.

(in reply to crispy131313)
Post #: 377
RE: Fall Weiss II 15.0 - 4/4/2018 4:56:13 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
Finland like every nation does lose NM when they are taking loses on the battlefield. Is this the case? For example if you lose 150 MPP in a turn to strength loss this is the equivalent of 1% of NM (15,000 total NM). At least I think that math is sound.

_____________________________


(in reply to sad ham)
Post #: 378
RE: Fall Weiss II 15.0 - 4/4/2018 5:44:13 PM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline
Sincerely the Finn army didn't loose anything. The morale fell down by 1% in a turn when nothing did happen.

(in reply to crispy131313)
Post #: 379
RE: Fall Weiss II 15.0 - 4/7/2018 1:02:54 PM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline
By the way I've tested the 15.0. I was playing as Allies and IMHO i find you gave the Axis AI too many units in May when it invades Russia.
I've stopped the German with France until November 1940, by the way at the beginning of 1941 the Axis had placed all the units to invade Yougoslavia, Greece and Russia, with as many armors and air units I never saw in any other game concerning the WWII.
Very difficult to win as Allies.

(in reply to sad ham)
Post #: 380
RE: Fall Weiss II 15.0 - 4/10/2018 2:22:46 AM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: sad ham

By the way I've tested the 15.0. I was playing as Allies and IMHO i find you gave the Axis AI too many units in May when it invades Russia.
I've stopped the German with France until November 1940, by the way at the beginning of 1941 the Axis had placed all the units to invade Yougoslavia, Greece and Russia, with as many armors and air units I never saw in any other game concerning the WWII.
Very difficult to win as Allies.



Even with the additional units I've been able to hold all 3 major cities, it's tough though. In the end the AI version is meant to be hard, and the PBEM balanced. That's interesting that you've held the Germans that long though as France, can you PM me how you did it? I may make a tweak.

_____________________________


(in reply to sad ham)
Post #: 381
RE: Fall Weiss II 15.0 - 4/10/2018 6:19:36 AM   
sad ham

 

Posts: 168
Joined: 2/17/2004
Status: offline

quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: sad ham

By the way I've tested the 15.0. I was playing as Allies and IMHO i find you gave the Axis AI too many units in May when it invades Russia.
I've stopped the German with France until November 1940, by the way at the beginning of 1941 the Axis had placed all the units to invade Yougoslavia, Greece and Russia, with as many armors and air units I never saw in any other game concerning the WWII.
Very difficult to win as Allies.



Even with the additional units I've been able to hold all 3 major cities, it's tough though. In the end the AI version is meant to be hard, and the PBEM balanced. That's interesting that you've held the Germans that long though as France, can you PM me how you did it? I may make a tweak.



Simply recalling all the African French units (including the Syrian one) into France to fight Italians, and using the B.E.F. to defend Bruxelles and the Belgian fortification at the northweast (placing in it the BEF army).
German can defeat the Belgian units but have difficulties with the strong English units.
This gave the time to the French to build fortifications around Paris and place in it its stronger units.

(in reply to crispy131313)
Post #: 382
RE: Fall Weiss II 15.0 - 4/19/2018 10:03:08 PM   
dhucul2011

 

Posts: 439
Joined: 9/12/2007
Status: offline
Fantastic MOD Crispy. I love the adjusted OOB. Theresearch levels are just right. I didn't get level 5 jets until November 1944.

Some thoughts after my first full campaign as the Axis:

1. The axis oil shortages are a really nice feature and make the game a bit more realistic but maybe they should start even a little earlier than they do? Early in 1943?
2. I never get the feeling that I am low on manpower as Germany. I would suggest that the number of infantry units available be reduced by about 25%. The Axis should have to depend on their minors more than they do now.
3. The extra AI units given to the British in Egypt are way overkill in my opinion. Even if I commit the ENTIRE Italian army to Egypt the British can usually hold on. I do suggest hampering the Italians a bit more though. Maybe, like the USSR, reduce their attack and defense numbers at start to one less?
4. This is more for the Vanilla game but I consider it quite gamey for the Axis to be able to refuse the Greek Invasion. The Italian attack on Greece should be an automatic. It should be an unexpected blunder move by Mussolini.
5. Finland as a major is great. Maybe Spain as well.
6. Turkey, under Allied pressure, joined the Allies even when Egypt was conquered and the Germans were in the Caucasus. Maybe some scripts to move them away from the Allies if these happen?
7. USSR morale stays abnormally high. There should be harsher morale penalties for the loss of Leningrad, Moscow and Stalingrad.

Just some thoughts.

Thanks!

(in reply to sad ham)
Post #: 383
RE: Fall Weiss II 15.0 - 4/21/2018 2:16:47 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: dhucul2011

Fantastic MOD Crispy. I love the adjusted OOB. Theresearch levels are just right. I didn't get level 5 jets until November 1944.

Some thoughts after my first full campaign as the Axis:

1. The axis oil shortages are a really nice feature and make the game a bit more realistic but maybe they should start even a little earlier than they do? Early in 1943?
2. I never get the feeling that I am low on manpower as Germany. I would suggest that the number of infantry units available be reduced by about 25%. The Axis should have to depend on their minors more than they do now.
3. The extra AI units given to the British in Egypt are way overkill in my opinion. Even if I commit the ENTIRE Italian army to Egypt the British can usually hold on. I do suggest hampering the Italians a bit more though. Maybe, like the USSR, reduce their attack and defense numbers at start to one less?
4. This is more for the Vanilla game but I consider it quite gamey for the Axis to be able to refuse the Greek Invasion. The Italian attack on Greece should be an automatic. It should be an unexpected blunder move by Mussolini.
5. Finland as a major is great. Maybe Spain as well.
6. Turkey, under Allied pressure, joined the Allies even when Egypt was conquered and the Germans were in the Caucasus. Maybe some scripts to move them away from the Allies if these happen?
7. USSR morale stays abnormally high. There should be harsher morale penalties for the loss of Leningrad, Moscow and Stalingrad.

Just some thoughts.

Thanks!



Thanks for the kind comments and feedback.

1. Axis Oil shortages can occur at anytime from January 1, 1943 onward if conditions are met. If it seemed delayed it may just be because of the variable nature of the events.
2. This is interesting and may make sense given that I had boosted the unit count of Axis minors as well. This will require some additional thought as I don't think the Axis AI repurchases minors, if someone knows the answer to this please correct me.
3. The suggestion to weaken Italian base stats could be the solution to achieving the balance I've artificially been trying to force here with the additional AI units. Thanks for this I'm going to review this.
4. I agree, it hasn't been until recently where I've found delaying Greece to be very advantageous. I think the decision could be amended so that if "NO" is decided then the invasion will still happen but at a random date in the future, which could be even more untimely for the Axis.
5. The problem with Spain as a major is that I could only seeing it work in a alternate history mod, in which Spain is meant to join and some other tweaks would be necessary for balance. I've actually made it difficult for Spain to join the Axis, (which will soon be more difficult as I plan on replicating some of the changes from Vanilla 12.02 as it relates to Spain/Algeria).
6. It costs an incredible amount to have Turkey join the Allies between the decision events and lower diplomacy effectiveness, plus I think this would be a bit of a "win more" move to switch them away from the Allies. Even if it may be somewhat less probable that they would join the Allies at this time, it sounds like it may be good for balance.
7. Yes you are correct, I'll be lowering the effect of one significant event that is largely causing this.

_____________________________


(in reply to dhucul2011)
Post #: 384
RE: Fall Weiss II 15.0 - 4/22/2018 3:37:33 AM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline
dhucul2011 based on the feedback I did see an opportunity to make some changes, thank you.

For version 16.0 I've updated most of the script fixes from the beta (Algiers/Spain/Gibraltar crossing etc.) and some other changes:

- Reduced German Build Limits 1 Mechanized Division, 2 Tank Divisions, 2 Infantry Divisions, 2 Infantry Army, 5 Infantry Corps, 5 Garrison, 1 Tactical Bomber. Increased 1 Medium Bomber.
- Added USSR National Morale penalties for Moscow, Stalingrad, Leningrad
- Reduced German National Morale penalty for failure to capture/hold Stalingrad region as it was too high
- Italian Infantry Army Hard Attack & Hard/Tank/Armour defense values lowered by 1. Infantry Weapons will increase these categories by 1.5 so the effect will be felt in the early years of war (North African & Greece campaigns) only and will be on par with other nations once Infantry Weapons II is achieved.
- Added a half strength Infantry division at Milan (Italy) to help offset the change
- Removed from the British (AI only) North African unit deployment 2 HQ, 1 Infantry Army, 1 Light Tank, 1 Strategic Bomber
- Amended DE 708 (Italy Prepare For War With Greece) so that if Italy selects (NO) there will be a significant national morale penalty to Italy as Mussolini will issue a fruitless ultimatum which Metaxis will reject
- Greek (Axis) navy can now pass through Gibraltar like other Axis nations

I still may make some other changes (maybe add some decisions) so now version release yet. If there is any other feedback please feel free to throw it into the pot.

_____________________________


(in reply to crispy131313)
Post #: 385
RE: Fall Weiss II 15.0 - 4/22/2018 5:10:29 AM   
elxaime

 

Posts: 218
Joined: 11/3/2004
Status: offline
Are you able to make the Leningrad river to major river change as well? I was wondering whether map changes are more difficult.

(in reply to crispy131313)
Post #: 386
RE: Fall Weiss II 15.0 - 4/22/2018 10:11:58 AM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: elxaime

Are you able to make the Leningrad river to major river change as well? I was wondering whether map changes are more difficult.


Yes I did that as well.

_____________________________


(in reply to elxaime)
Post #: 387
RE: Fall Weiss II 15.0 - 4/28/2018 1:54:35 PM   
elxaime

 

Posts: 218
Joined: 11/3/2004
Status: offline

quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: elxaime

Are you able to make the Leningrad river to major river change as well? I was wondering whether map changes are more difficult.


Yes I did that as well.


Sounds great. As far as next version, are you just waiting for when the underlying vanilla beta changes are done? Aside from incorporating those, are there a lot of other changes coming in the next version?

(in reply to crispy131313)
Post #: 388
RE: Fall Weiss II 15.0 - 4/28/2018 4:47:14 PM   
crispy131313


Posts: 1048
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: elxaime


quote:

ORIGINAL: crispy131313


quote:

ORIGINAL: elxaime

Are you able to make the Leningrad river to major river change as well? I was wondering whether map changes are more difficult.


Yes I did that as well.


Sounds great. As far as next version, are you just waiting for when the underlying vanilla beta changes are done? Aside from incorporating those, are there a lot of other changes coming in the next version?


No other changes yet, I actually haven’t been able to find time to tinker. The version could probably be uploaded as is but not until Monday at the earliest as I’m traveling this weekend.


_____________________________


(in reply to elxaime)
Post #: 389
RE: Fall Weiss II 14.0 - 4/29/2018 7:13:03 PM   
jzardos


Posts: 563
Joined: 3/15/2011
Status: offline
I've downloaded the Fall Weiss II 15 version in my SC3 campaign dir, so the these are in the dir

- _Fall Weiss II - 15.0 (folder)
- Fall Weiss II - 15.0.cgn
- Fall Weiss II - 15.0.dat (after load SC3 and pick scen)

Something doesn't seem right because the game menu only shows Fall Weiss II - 9.1. Also, when I remove the Fall Weiss II files and folders, the game will let you play Fall Weiss II - 9.1. So I'm not sure what is going on? Nowhere in any of the campaign folders do I see any mention of Fall Weiss II - 9.1. So where is this coming from?

thanks for any help

(in reply to crispy131313)
Post #: 390
Page:   <<   < prev  11 12 [13] 14 15   next >   >>
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> RE: Fall Weiss II 14.0 Page: <<   < prev  11 12 [13] 14 15   next >   >>
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

0.158