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RE: Fall Weiss II - 12/5/2016 9:03:08 AM   
TheBattlefield


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Well, you have some hits but hardly any comments. The problem might be that after the publication of a game AAR's against the AI are not that interesting. Multiplayer games of prominent players will be a event even after years.


Unfortunately almost all Mods threaten a kind of Sleeping Beauty. More than half of the players attended, if at all, only the technical forum or looking for updates. The majority of the remaining players consider mods to be ridiculous gadgets of nerd freaks. Or do not know how to install a mod and is afraid to damage the (original) game. And then there is still quite a number of players who would like to play a mod, but only if it was ennobled and promoted by the developers. The sad but faithful rest is then mumbling on our Mod pages. Maybe Hubert and Bill could sometimes call a mod contest and add the best five as a bonus to an update. Just a thought ...










< Message edited by TheBattlefield -- 12/5/2016 9:17:49 AM >

(in reply to crispy131313)
Post #: 31
RE: Fall Weiss II - 12/5/2016 9:09:43 AM   
rjh1971


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quote:

ORIGINAL: crispy131313

Has anyone tried this? I will likely have an update soon, so any feedback to the current version would be appreciated.

Hi Chris, while playing your campaign one of the German CA or CC got hit by rough seas but no strength point was deducted, I don't know if this bug is from your campaign or the game engine.

Regards.

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Post #: 32
RE: Fall Weiss II - 12/5/2016 1:43:32 PM   
crispy131313


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[/quote]
Hi Chris, while playing your campaign one of the German CA or CC got hit by rough seas but no strength point was deducted, I don't know if this bug is from your campaign or the game engine.

Regards.
[/quote]

This is actually intended in the default campaign. It is a change from SC2, but I have seen some instances where points are still lost to the smaller naval units

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Post #: 33
RE: Fall Weiss II - 12/5/2016 3:54:57 PM   
BillRunacre

 

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The naval unit can just suffer a morale loss rather than a strength point loss.

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RE: Fall Weiss II - 12/5/2016 8:34:22 PM   
rjh1971


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Oh Ok I didn't know rough seas could make you lose morale instead of strength points, this is a good improvement.
Thanks Bill.

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Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW

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Post #: 35
RE: Fall Weiss II - 12/5/2016 9:18:40 PM   
sPzAbt653


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quote:

More than half of the players attended, if at all, only the technical forum or looking for updates. The majority of the remaining players consider mods to be ridiculous gadgets of nerd freaks.


Yes indeed, and further still when we attempt to put a Mod on the main forum page, it gets rudely removed and shoved into the back-alley Mod page by a moderator


(in reply to TheBattlefield)
Post #: 36
RE: Fall Weiss II - 12/5/2016 9:24:12 PM   
sPzAbt653


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quote:

I'm not very familiar with Matrix to know if they support mods or not.

See the response to my query on this topic here:
http://www.matrixgames.com/forums/tm.asp?m=4183817


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Post #: 37
RE: Fall Weiss II - 12/5/2016 10:23:41 PM   
crispy131313


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quote:

ORIGINAL: sPzAbt653

quote:

I'm not very familiar with Matrix to know if they support mods or not.

See the response to my query on this topic here:
http://www.matrixgames.com/forums/tm.asp?m=4183817




I actually laughed

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Post #: 38
RE: Fall Weiss II - 12/5/2016 10:37:29 PM   
crispy131313


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In reply to the above I understand mods are pushed aside so early after release, it's really understandable.

I am looking forward to seeing some others and seeing what works and what does not. There are lots of ideas thrown around so far!

An update to my own: I wil have to update based on some small changes (nothing major) and minor fixes, nothing that is game breaking. I'm working through them as I go.

Second I will have to wrap my head around how to update my majors again. I removed Poland in favour of both Finland and Romania in my previous mod and will have to tackle this next.



< Message edited by crispy131313 -- 12/5/2016 10:38:19 PM >

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Post #: 39
RE: Fall Weiss II - 12/7/2016 3:41:13 PM   
comsolut

 

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Personally, I want to work through the std. scenarios from both sides first. Then maybe some multi-player.

However, knowing good mods, like yours (which I sincerely look forward to starting) reassures me of continued enjoyment of the game. Having individuals like you add rich and varied content is very appreciated.

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RE: Fall Weiss II - 12/8/2016 1:05:44 AM   
crispy131313


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quote:

ORIGINAL: comsolut

Personally, I want to work through the std. scenarios from both sides first. Then maybe some multi-player.

However, knowing good mods, like yours (which I sincerely look forward to starting) reassures me of continued enjoyment of the game. Having individuals like you add rich and varied content is very appreciated.


Thanks appreciate the kind words. I will have an update soon based on the changes/fixes I have been making.

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Post #: 41
RE: Fall Weiss II - 12/8/2016 10:24:41 AM   
TheBattlefield


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I'll give myself some time. The players should fight first in the vanilla game. It also appears one or the other patch, which will probably intervene in the event and AI scripts.

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Post #: 42
RE: Fall Weiss II - 1/16/2017 12:55:57 AM   
crispy131313


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Version 1.1 has been uploaded. See main page for more details.

https://www.dropbox.com/s/eazrl47svoqcj8o/Fall%20Weiss%20II.zip?dl=0

(in reply to TheBattlefield)
Post #: 43
RE: Fall Weiss II - 1/19/2017 12:08:16 AM   
crispy131313


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A current list of New Yes/No Decision Events

Germany Decision Events
Schwerer Gustav Gun (Version 1.2)
German Naval Strategy (Version 1.2)
Civil Aid To Spain
Spanish Blue Division
Hitler Meets With Franco
Portugal German Relations
Swiss Banking System
Purchase Raw Materials From Portugal
Development Of Spanish Mines
Spain Repays Debt From Civil War
Treaty Of Friendship With Turkey
Claudius Agreement
Vichy Collaboration Policy
Fall Blau
An Alliance With Greece
Germany Strengthens DAK
Offensive In The Ardennes
Purchase War Materials From Switzerland
Non Aggression Pact: Lutzow to USSR
Transfer Troops Through Sweden
Coal Exports To Italy
Pursue Greek Axis Relations
Oil Exports to Italy
Recover Gold From Switzerland

UK Decision Events
UK Naval Strategy (Version 1.2)
Chase Graf Spee (Version 1.2)
Anglo-Portuguese Alliance
Blockade American Imports To Spain
Reaction To The Blue Division
Send Arms To Portugal
Lend Lease To Turkey
Pressure Switzerland
Pressure Portugal
Switzerland Ends Axis Relations
Turkish Blockade
Training Norwegian And Danish Forces In Sweden
Malta Garrison
Greece Ends Economic Ties With Germany
Support Greece
Irish Neutrality

Italy Decision Events
Civil Aid To Spain
Letter From Franco
Aircraft Delviery To Sweden
Rush Troops To Tripoli
Sale Of Naval Assets
Investment In Aircraft Industry
Offensive Into Egypt
Submarine Base At Bordeaux

USA Decision Events
Lend Lease To Turkey
Commitments To Turkish War Entry
Aircraft Delivery To Sweden
Swedish Convoy
Lend Lease To Saudi Arabia

USSR Decision Events
Stalingrad Workers (Version 1.2)
Jointly Pressure Turkey
Construction of Petropavlovsk


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Post #: 44
RE: Fall Weiss II - 1/26/2017 2:56:52 AM   
crispy131313


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Currently play testing version 2.0






Attachment (1)

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Post #: 45
RE: Fall Weiss II - 1/26/2017 2:58:06 AM   
crispy131313


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I have removed Poland as a Major and replaced her with Romania and Finland who are Minor-Majors of the Axis.




Attachment (1)

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Post #: 46
RE: Fall Weiss II - 1/31/2017 1:54:58 PM   
sad ham

 

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I tried to edit your mod because I think that in the vanilla edition there is an issue concerning the weather: in few zones as British Islands, Scandinavia and North America, the weather in late spring is far more better than in summer. Anyway, when I go to save it after the weather editing, I get the message that several scripts are not updated. They are really a lot ad it takes a lot of time to update all, so that I did not go on. If I save the mod without updating the scripts the game loose all events and the convoy routes disappear from the map.
What is wrong?

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Post #: 47
RE: Fall Weiss II - 1/31/2017 2:44:34 PM   
crispy131313


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The scripts have to be updated it is not an option if you get that prompt. It is only a matter of hitting update and waiting. Also the version online is quite outdated I should probably upload a new version. Much has changed, and many scripts rewritten and all known scripting errors fixed.

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Post #: 48
RE: Fall Weiss II - 1/31/2017 2:47:50 PM   
BillRunacre

 

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Hi

The Editor needs to check the scripts if certain changes are made to the campaign, so it's best to go through the Update process when required as otherwise the scripts may not fire.

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Post #: 49
RE: Fall Weiss II - 1/31/2017 4:43:27 PM   
sad ham

 

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Thanks.
So please don't do it too late because I'm playing your mod now.

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Post #: 50
RE: Fall Weiss II - 1/31/2017 5:15:19 PM   
crispy131313


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I will upload it this evening. It is much more polished and I think you will enjoy it more then the current version. I would try Axis first, as I've play tested it more.

< Message edited by crispy131313 -- 1/31/2017 11:39:30 PM >

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RE: Fall Weiss II - 1/31/2017 11:36:06 PM   
crispy131313


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Link to Version 2.1

https://www.dropbox.com/s/1lywi7g99olcljm/Fall%20Weiss%20II%20V2.1.zip?dl=0

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Post #: 52
RE: Fall Weiss II - 1/31/2017 11:54:46 PM   
sad ham

 

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Thanks.

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Post #: 53
RE: Fall Weiss II - 2/1/2017 1:10:07 AM   
sad ham

 

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Just a little glitch in the first stage of this version: Poland does not surrender if Warsaw falls. Neither if I destroy also 80% of its army.
This because it is nomore a major power, so that it has nomore a morale level.
I got Warsaw on September 15th, and now I'm playing the november 16th turn. Polish unists are still there, an Poland still survive. Maybe I have to destroy all these units to see Poland surrender.
This stops me to transfer my army to the french front.

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Post #: 54
RE: Fall Weiss II - 2/1/2017 1:24:42 AM   
crispy131313


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All non-major nations have a chance of not surrendering dependant on how many units are left at the end of a given turn. The more units the higher probability, I would suggest not letting off the gas when trying to conquer Poland.

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Post #: 55
RE: Fall Weiss II - 2/1/2017 1:58:04 AM   
sad ham

 

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I'm in April 1940 turn.
I've Warsaw and i'm still fighting the last polish unit remaining.
No surrender at this time.

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RE: Fall Weiss II - 2/1/2017 2:04:33 AM   
sad ham

 

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I had to destroy all the polish units to see Poland fall. This happens in May 1940. Too late to win against France.
Now I restart the game and make a second try, but if Poland is too strong because I cannot lower its morale to zero, and does not surrender neither in the second try I'm going to do, I think that this has to be fixed.

< Message edited by sad ham -- 2/1/2017 2:28:44 AM >

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RE: Fall Weiss II - 2/1/2017 2:37:16 AM   
crispy131313


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This is very strange and I have not experienced this. I will correct this so that taking Warsaw will result in surrender as the default, thanks for the feedback.

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Post #: 58
RE: Fall Weiss II - 2/1/2017 3:27:13 AM   
crispy131313


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quote:

ORIGINAL: sad ham

I had to destroy all the polish units to see Poland fall. This happens in May 1940. Too late to win against France.
Now I restart the game and make a second try, but if Poland is too strong because I cannot lower its morale to zero, and does not surrender neither in the second try I'm going to do, I think that this has to be fixed.


Could you let me know if this happens again? This seems very odd that Poland could fight until April and only have 1 unit left. Poland should act like any other country and surrender once the Capital Falls very quickly. Removing them as a Major just made them like any other nation like Greece/Belgium/Netherlands who should surrender when occupied.

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RE: Fall Weiss II - 2/1/2017 8:04:39 AM   
sad ham

 

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I will let you know.

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Post #: 60
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