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Advanced Third Reich mod v1.2 for v1.16 Panzerfaust Update

 
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All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> Advanced Third Reich mod v1.2 for v1.16 Panzerfaust Update Page: [1]
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Advanced Third Reich mod v1.2 for v1.16 Panzerfaust Update - 5/4/2019 5:32:12 PM   
pzgndr

 

Posts: 2525
Joined: 3/18/2004
From: Maryland
Status: offline
I'm posting here the A3R mod files I provided to Hubert back in January for the Community Pack update. Same stuff, but available here too.

Here are the version notes for v1.2:

=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.2
=================================================================

DATA CHANGES
- reduced Russia initial mobilization from 30% to 25%
- slightly reduced chances by 5-10% for sandstorms in Africa and Middle East, snow in Europe during winter, and significant reductions in frozen weather (to permit more effective combats)
- doubled initial BRPs to help jumpstart spending options
- made significant revisions to economics to get back to boardgame originals:
-- all industrial areas now 20 BRPs and all oil now 30 BRPs
-- Britain (was getting about 80/turn and should have been getting 125/turn)
- Hamilton added as Canadian industrial area
- one Canadian oil for variant and one for total war increase if London occupied by Axis
-- France (was getting about 70/turn and should have been getting 80/turn)
- changed Sedan to major city (this also helps Germany)
-- United States (production should now approach 400 BRPs by 1944)
- changed Syracuse, Rochester, and Pittsburgh to industrial areas
- deleted Charlotte
- total of seven oil; one increase each year 1940-45, plus one increase upon DOW
-- Russia (production should now approach 180 by 1944)
- changed Yaroslavl, Voronezh, Dnepropetrovsk, and Kuibyshev to minor cities
- total of three oil; two increases in 1941 at war, one in 1942
- three additional oil; two for increase if Leningrad/Moscow occupied by Axis, one for variant
-- Germany
- Ploesti oil increase in 1943 for total war production
- no change to Leuna oil variant, but value is now greater
-- Italy
- no changes
- deleted Palestine and Trans-Jordan as separate minor countries and made whole area Egypt (now all 15 BRPs subject to convoy losses)
- increased Germany max research of Industrial Technology to 2 chits, to allow it to reach level 5
- added strength 5 fleets to the P/Q: Britain, Jan 1940; Italy, May 1940; Germany, July 1940.
- made adjustments to Strategic Warfare to increase economic losses
-- increased U-Boat raid multiplier from 10 to 15
-- increased Strategic Bomber resource attack from 4 to 5
- fixed CTV data for Vichy France armor
- changed air op restrictions for Spain/Turkey/Yugoslavia to Home/Controlled
- changed CTV data for Partisans to allow only soft defense 1
- restricted United States infantry and armor builds until September 1941
- added jet_interceptor custom sound for anti_air_attack Interceptors
- reduced Rockets attack/defense values except for strategic attack and soft defense

SCRIPT CHANGES
- adjusted OFFENSIVE scripts for Germany attacking Yugoslavia and Russia
- adjusted GUARD scripts for Germany garrison of Poland/Eastern Front and British garrison of Palestine/Trans-Jordan
- adjusted GUARD scripts for Italy garrison to include Naples with Rome/Taranto/Messina as default defense
- adjusted GUARD scripts for Germany garrison of Albania and Greece prior to Italy surrender
- adjusted STRENGTH scripts to slightly reduce effects of supply shortages, generally from 2-4 to 1-3
- fixed STRENGTH scripts for Axis AI games for Allied supply shortages, now requiring United States not yet at war
- added STRENGTH scripts for excessive German units (5+) in the Tobruk-Alexandria corridor
- adjusted RESOURCE scripts for Russian BRPs, loss of Smolensk OR Kiev triggers Urals Industry Transfer, failsafe 1943
- adjusted RESOURCE scripts for economics changes discussed above
- adjusted UNIT scripts to change failsafe date of Russian 3-3 infantry to 1942 and Siberian Transfer to 1947
-- changes require loss of Smolensk OR Kiev to trigger 3-3 infantry
- adjusted UNIT scripts for arrival of extra fleets (British AI 1942 to 1941, United States AI 1942)
- adjusted UNIT scripts to reduce additional unit variants from 10% to 5%
- added UNIT script for de Gaulle HQ and Free French unit arrivals upon liberation of France
- fixed unit script error for Free French unit in Syria
- fixed CONVOY scripts bug to reduce Lend Lease and Murmansk convoys based on Russian advances
- adjusted CONVOY scripts to reduce convoy seasonal reductions, except for Murmansk Convoys (U-Boats will have to inflict losses)
- adjusted CONVOY scripts to slightly reduce Lend Lease and Murmansk Convoy percentages
- adjusted SURRENDER_2 scripts for Italy surrender, more consistent with A3R rules
-- surrender requires Axis has no units in North Africa and Sicily
-- surrender requires Allies have a unit (single) on mainland Italy in range of Taranto or Rome
- adjusted AMPHIBIOUS and AMPHIBIOUS_MINOR scripts for improved Allied invasions of Sicily and Italy
- added new FREE_UNIT script for Romanian units transferred to Russian control (75% chance) when Romania surrenders
- adjusted US MOBILIZATION_2 scripts to reduce range from 6 to 5 for Italian fleets approaching Alexandria/Gibraltar
- added SURRENDER_2 scripts for Allied invasion of Vichy Syria and Lebanon around 1941/06/08
- PARTISAN scripts should now work with #ADD_UNIT= 2 force pool limits in v1.15
- revised WAR_ENTRY scripts for Iraq, now variable pro-Axis coup (10%) or pro-Allied coup (40%) o/a 1941/04/01
- changed WAR_ENTRY scripts to MOBILIZATION_3 scripts for pro-Allied events for Axis-aligned minors
-- pro-Allied coups for Spain, Sweden, and Yugoslavia
-- Free French variant activations for Algeria, Morocco, Syria, and Tunisia

CHANGES FOR V1.16 UPDATE
- converted campaign and scripts for UNICODE (UTF-8 BOM) support
- adjusted FLEET, TRANSPORT, and TRANSPORT_MINOR scripts to use #NAVAL_CRUISE=1 for faster Allied trans-Atlantic deployments
- adjusted GUARD, AMPHIBIOUS, and AMPHIBIOUS_MINOR scripts for improved Axis invasions of Denmark and Norway
- adjusted FLEET scripts for initial deployment of German U-Boats into North Sea and Atlantic
- adjusted naval combat data to increase range of naval retreats from 2 to 3
- adjusted UNIT scripts to slightly reduce Russian 3-3 infantry in 1941 (strength 5 arrival) and slightly increase German AI infantry and armor reinforcements in 1944+

Attached here is the 1939 campaign.


Attachment (1)
Post #: 1
RE: Advanced Third Reich mod v1.2 for v1.16 Panzerfaust... - 5/4/2019 5:33:05 PM   
pzgndr

 

Posts: 2525
Joined: 3/18/2004
From: Maryland
Status: offline
Attached here is the 1941 scenario. Enjoy!

Attachment (1)

(in reply to pzgndr)
Post #: 2
RE: Advanced Third Reich mod v1.2 for v1.16 Panzerfaust... - 6/1/2019 2:36:16 AM   
Batavian

 

Posts: 29
Joined: 7/19/2004
Status: offline
Thanks for the update Bill, and for your hard work on improving what was already a great mod.

(in reply to pzgndr)
Post #: 3
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