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RE: Fall Weiss II 14.0

 
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RE: Fall Weiss II 14.0 - 4/29/2018 7:58:16 PM   
jzardos


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ok, figured it out. Silly. It has been a while, but needed to be in my user/my documents/sc3/campaigns dir ..

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RE: Fall Weiss II 14.0 - 5/3/2018 12:33:59 AM   
crispy131313


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Link to 16.0 (8 Major)

https://www.dropbox.com/s/3wu6xphizjsv925/FW16.0.zip?dl=0

The changes were recapped earlier but here they are again:

- 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


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RE: Fall Weiss II 14.0 - 5/15/2018 6:15:13 PM   
jaggslither

 

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Hello, I'm playing this mod for the first time and really enjoying it so far.

Questions about Finland - When USSR declares war against them, is it entirely a scripted event with predetermined outcomes? Moral is at 103%, I can control their research, unit movements and event decisions but there's no actual fighting going on, crossing borders, etc. Do I really have any choices with them or have I messed up the installation in some way? Thank you.

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Post #: 393
RE: Fall Weiss II 14.0 - 5/16/2018 12:02:26 PM   
crispy131313


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Hi Jaggslither, I’ve kept the short winter war as just a simulated event for now, and the outcomes are similar to the vanilla game. The difference will be that Finland will always join the war shortly after Barbarossa and you will fight the USSR then.

Just a heads up Finland will deploy some additional units at Joenseau when they join so watch for that. Also Finland will surrender if there morale drops below 50%. The rest should be covered in Finland's DE events which may trigger if conditions are right.

< Message edited by crispy131313 -- 5/16/2018 12:32:16 PM >


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RE: Fall Weiss II 14.0 - 5/16/2018 3:39:56 PM   
jaggslither

 

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Ah, very good. This is all very useful information. Thank you for the reply, and for all of your continued work on this challenging mod.

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Post #: 395
RE: Fall Weiss II 14.0 - 5/17/2018 1:58:00 AM   
magic87966


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Is your Mod meant to be played with hard build limits if playing against the AI?

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RE: Fall Weiss II 14.0 - 5/17/2018 12:55:46 PM   
crispy131313


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quote:

ORIGINAL: magic87966

Is your Mod meant to be played with hard build limits if playing against the AI?


Hard build limits are always intended, at least they were when I was making changes. There are select events that can help boost unit counts past their limits (i.e. Germany supplying take Tanks to Romania or Spain). But with the addition of divisions, I would say soft build limits would be undesirable. The use of divisions on the map is supposed to be limited.


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RE: Fall Weiss II 14.0 - 5/17/2018 11:16:09 PM   
magic87966


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Thanks for the quick reply. I haven't played vanilla and just finished my first game of Fall Weiss as the Axis. I thoroughly enjoyed it and really like the increased options and diplomacy. I scored a major victory with a Soviet surrender (due to zero morale) on December 31, 1944. Only the UK/US inability to land in France (the AI's fault, not the Mod) despite trying to do so since June '43 lessened the fun. I'm getting ready to try a game as the Allies and hopefully, since the Germans don't have to do a major amphib invasion, it will be a little more balanced. Thanks again for the great mod.

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RE: Fall Weiss II 14.0 - 5/19/2018 8:58:29 AM   
Rodimstev

 

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hi crispy131313,

i downnload the Community pack MOD.

How to update after the new version of your MOD?

Thanks a lot for your answer

and i want to thank you for your joob.

I look for a MOD for multiplayer game and i think yours is very usefull

KR
Rodim

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"l'audace encore de l'audace toujours de l'audace" Danton devant l'assemblée nationale 20 septembre 1792.

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RE: Fall Weiss II 14.0 - 5/19/2018 9:09:13 AM   
Rodimstev

 

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hi crispy,

i have a issue





can you please help me?

I have just following the set up install from the package




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"l'audace encore de l'audace toujours de l'audace" Danton devant l'assemblée nationale 20 septembre 1792.

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Post #: 400
RE: Fall Weiss II 14.0 - 5/24/2018 7:04:31 PM   
crispy131313


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Hi Romimstev, the community pack is very old version. You can find the most recent in post #1 and this should be installed in your user/my documents/sc3/campaigns directory.

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RE: Fall Weiss II 14.0 - 5/25/2018 9:22:28 PM   
Elessar2


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Question about Axis oil...

I got a message around January 1st, 1943: "Oil Shortages Hamper Axis Economies."

I soon noticed (to my horror) that all of my supply factors on my HQ's had something like "4/8", and my hitting power was thus reduced. I guess that was the result of this specific event...

I checked the event script--and at first assumed that the 8 locations in question were all the oil wells that Germany can potentially take (I count 13: Rumania's, 4 in the Caucasus, 8 in the Middle East). Since I had like 7 of them at the time, I assumed that I had simply missed one (which I had, in Saudi Arabia)...

But after I went to the map I saw that all the hexes in question were inside Germany proper, which has no oil wells (not sure if you have a script to simulate the synthetic oil industry or not). I am not sure what is supposed to happen at those hexes, or what I can do about it as an Axis player. If I may then, said shortage should be fully contingent on the Axis controlling at least 8 of the 13 oil wells in question on or after that date.

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RE: Fall Weiss II 14.0 - 5/29/2018 7:07:55 PM   
crispy131313


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PSA:

I have 2 known script errors that I will fix in the next update.

1. Irish Airfields - this will only fire if UK surrenders, it should activate upon Sealion. For now select "No"
2. Finnish Engineers - I missed including the unit script, so if you have the option to build Finnish Engineers then instead direct resources to Civil projects in the Decision Event and gain NM instead.

Also how long has Finland lasted for players? I may scale back some of the NM hits.


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RE: Fall Weiss II 14.0 - 5/30/2018 6:26:12 PM   
SIPRES


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Hi crispy

I just complete FWII 15.0 playing as AXIS vs ALLIED AI. (AXIS Tactical Victory by May 1945).
Here is final situation:

EAST Front:
Leningrad Captured (Finland still Alive)
Moscow/Stalingrad under Siege

West Front:
D-Day failed as I could repulse any landings.
Spain and Portugal remains Neutral

Scandinavia:
Norway Occupied, Finland and Sweden Join Axis

Balkans:
Greece, Yougaslavia occupied
Turkey join Allied side (Ankara under Siege)
Romania, Bulgaria, Hungary remains Axis side

Middle East:
Egypt, Jordania ,Palestine, Iran, Irak occupied

North Africa:
Lybia remains under Italy control
Malta Captured
Tunisia Occupied
Algeria and Morroco under USA control


I notice some problems that I think are related to AI script (so not a MOD issue).

By 1943 I could resist, mainly defending on North African Front against UK offensives
But suddenly I could counter attack and capture Alexandria/Cairo very easely (Only HQ's and Aircraft as defenders?)
I think AI evacuate all Ground British forces to prepare D-Day in France.
My thinking is AI should keep some reasonable defense in Middle east as long as Tripoli/Bengazi is under Axis Hand.
Torch did occur, but US troops stopped in Tunisia (AI could have push to Tripoli as I get only 1 Italy Guarnison unit there) but it simply didnt happen

The D-DAY landing Area is too much predictable (Thats fine as it reflect history landings) but after several turns of bloody Landing failures, I think AI should consider some other landing options (eg French SW coast, Belgium, Netherland)

I dont know if you can do something for this 2 topics (tweaking Ai script). Your Mod is anyway really enjoyable to play even vs AI

1 last thinking, Maybe you could add 1 INF Div in the Croatia Force pool (currently only 1 Garnison can be purchased)

Thanks for this great Mod

Christophe








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RE: Fall Weiss II 14.0 - 5/31/2018 3:45:43 AM   
crispy131313


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Thanks for the feedback Sipres.

Egypt - I don't think the units are transporting away at least there isn't anything triggering it that I can see, is it possible that you finally won a war of attrition? Also in 16.0 the Italians have a bit of a tougher time since their Infantry Armies defensive stats are reduced until they reach Infantry Weapons II, so that may put the additional pressure on Italy I am hoping to achieve fairly (without giving UK AI Uber units).

Tunisia - The Americans are supposed to continue onward, perhaps the Army Group was weakened in total unit count (maybe garrisoning Algiers/Tunisia) along the way which would halt the advance. I've now written up a reinforcement script (transport) for a one time reinforcement at Algiers which should provide USA with troops necessary to advance on Tripoli.

D-Day
- I agree it can be predictable where D-Day will land, so I made some contingency scripts which I'll include in the next version. I say contingency as the Allies will only try these gambits if the historical way is not working, in which case what has the AI to lose?

Croatia - I agree, I've now included 1 Infantry Division

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RE: Fall Weiss II 14.0 - 6/13/2018 3:13:29 AM   
jjdenver

 

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how long until next version is released?

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RE: Fall Weiss II 14.0 - 6/13/2018 3:36:13 AM   
crispy131313


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I can upload it tomorrow.

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RE: Fall Weiss II 14.0 - 6/15/2018 6:31:04 PM   
crispy131313


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Fall Weiss II 17.0 linked below. This is an update to the 8 Major version, the last 7 major version was 12.0 (which still works fine).

https://www.dropbox.com/s/2ymb85euhw1vkca/FW17.0.zip?dl=0

This is a small update, mainly to cover 2 known errors and to balance Finland's National Morale.

Changes for 17.0

- Fixed Secret Protocol for Ireland to join the Allies (situational DE event)
- Finnish Engineer will now appear the Decision Event (situational DE event)
- Finnish NM loses for Petsamo, Kemijarvi, Kajanni, reduced from 1250 to 750
- Finish morale loss after Moscow peace treaty reduced from 3000 to 2000
- Increased Croatia build limit by 1 Infantry Division



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RE: Fall Weiss II 14.0 - 6/15/2018 8:50:24 PM   
elxaime

 

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Thanks again for your wonderful mod. I am going to start another PBEM challenge so as to see if I am learning from my many defeats as Allies!

In the meantime, just curious if you think the mod is about where you want it now, or whether you are thinking of further developments of a significant nature down the road?

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RE: Fall Weiss II 14.0 - 6/15/2018 10:07:52 PM   
jjdenver

 

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Agree this mod is the best thing going for SCWiE

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RE: Fall Weiss II 14.0 - 6/15/2018 11:13:19 PM   
jjdenver

 

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If someone has Steam version of SC3 and can only see 9.1 - how do they install the newest version?

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RE: Fall Weiss II 14.0 - 6/16/2018 12:10:15 AM   
crispy131313


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quote:

ORIGINAL: jjdenver

If someone has Steam version of SC3 and can only see 9.1 - how do they install the newest version?


It is installed the same way as the non-steam version.

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RE: Fall Weiss II 14.0 - 6/16/2018 12:14:14 AM   
crispy131313


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quote:

ORIGINAL: elxaime

In the meantime, just curious if you think the mod is about where you want it now, or whether you are thinking of further developments of a significant nature down the road?


I won't rule out further updates, but mainly I have been sitting back and enjoying PBEM lately. I think there is still room to cook up more "what if" scenarios but I have found that I've struck some good balance in game play. What I really should do is create a "Read Me" file so that everyone is on equal footing and understands the changes.

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RE: Fall Weiss II 14.0 - 6/16/2018 12:14:27 AM   
crispy131313


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quote:

ORIGINAL: jjdenver

Agree this mod is the best thing going for SCWiE


Thank you!

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RE: Fall Weiss II 14.0 - 6/17/2018 9:10:05 PM   
SaulGoodman

 

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It seems I have the same issue than Rodimstev :


"could not find directory_fall weiss II - 17.0\campaign.ini
Saved game will be load without customization"

Any idea to solve this plz ?



< Message edited by SaulGoodman -- 6/18/2018 12:25:29 PM >

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RE: Fall Weiss II - Version 12.0 & 17.0 - (Ready for Do... - 6/18/2018 12:07:10 PM   
Khanti

 

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quote:

ORIGINAL: crispy131313

Version 17.0

This is a mod constantly being designed, but each version considered a final product. Over 10,000 lines of new script written.

Major changes from the base game:

New Unit Structure and Bitmaps: Units can now be built at the Division, Corps or Army Scale. New Mountain Infantry receive specific bonuses in Mountain Hexes.


I like your dedication for developing a mod. I like the changes you did. Anyway one question I'd like to ask: isn't this game supposed to be corps level? Jugging by the hex distances it looks like corps level game.

I would see mod that removes all armies level units and all those artillery units (they are tactical support not corps level units).
All in all, I suppose only corps level units in corps scale mod should be.

Another thing. In 1939 Polish army was not small as in your scenario or original game. It was like 1.000.000 troops to 1.500.000 German troops (40 to 60 divisions). German divisions had better equipment, mobility and organization but did not totally suppress Polish army by sheer numbers. And there were like 200.000 Polish troops on eastern border.

< Message edited by Khanti -- 6/18/2018 12:49:28 PM >

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Post #: 416
RE: Fall Weiss II - Version 12.0 & 17.0 - (Ready for Do... - 6/18/2018 3:02:57 PM   
crispy131313


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quote:

ORIGINAL: Khanti

quote:

ORIGINAL: crispy131313

Version 17.0

This is a mod constantly being designed, but each version considered a final product. Over 10,000 lines of new script written.

Major changes from the base game:

New Unit Structure and Bitmaps: Units can now be built at the Division, Corps or Army Scale. New Mountain Infantry receive specific bonuses in Mountain Hexes.


I like your dedication for developing a mod. I like the changes you did. Anyway one question I'd like to ask: isn't this game supposed to be corps level? Jugging by the hex distances it looks like corps level game.

I would see mod that removes all armies level units and all those artillery units (they are tactical support not corps level units).
All in all, I suppose only corps level units in corps scale mod should be.

Another thing. In 1939 Polish army was not small as in your scenario or original game. It was like 1.000.000 troops to 1.500.000 German troops (40 to 60 divisions). German divisions had better equipment, mobility and organization but did not totally suppress Polish army by sheer numbers. And there were like 200.000 Polish troops on eastern border.


The game is still mainly at a Corps/Army level and certainly divisions are not appropriate or effective as an offensive unit (Tank Divisions being the exception, albeit in a complimentary role). The inclusion of a limited number of divisions were meant to represent stronger garrisons for select areas (think French coast) or to vulnerably plug the holes in defensive lines along the Eastern Front. Infantry Divisions in particular are classified as "Soft Targets" and are easily disposed by opposing Corps/Army sized units (Hard Targets) in combat.

As for Poland I know they are somewhat weaker but it was a decision I made as the AI was often not defeating Poland until November which seemed a very poor way to start the campaign. I have moved mainly towards PBEM play recently however, so maybe I can look at a solution here to boost Poland's manpower represented on the map.

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RE: Fall Weiss II 14.0 - 6/18/2018 3:04:33 PM   
crispy131313


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quote:

ORIGINAL: SaulGoodman

It seems I have the same issue than Rodimstev :


"could not find directory_fall weiss II - 17.0\campaign.ini
Saved game will be load without customization"

Any idea to solve this plz ?




I don't think the game comes with the .ini file. Can you open the campaign in the editor?

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RE: Fall Weiss II 14.0 - 6/19/2018 12:49:06 PM   
elxaime

 

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Just to let you know, in case you didn't already, that V. 17.0 also has the Soviet garrison disappearance bug (the two elite Soviet garrisons that appear when Poland is divided in 1939 are then disappeared).

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Post #: 419
RE: Fall Weiss II 14.0 - 6/19/2018 2:17:21 PM   
crispy131313


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quote:

ORIGINAL: elxaime

Just to let you know, in case you didn't already, that V. 17.0 also has the Soviet garrison disappearance bug (the two elite Soviet garrisons that appear when Poland is divided in 1939 are then disappeared).


All scenarios do, but their is a hotfix available that will cure this. I believe both players will have to download it for it to fix PBEM. I would highly recommend.

http://www.matrixgames.com/forums/tm.asp?m=4491631

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