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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

 
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/22/2020 10:27:13 PM   
dhucul2011

 

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Playing 6.1 and the changes are alot better.

1. Russia stills gets an amazing array of free units via script. That could be toned down slightly more? Make some corps -> divisions or maybe the Siberian transfers are too powerful or should come at half strength.
2. I kill and kill and kill and they still sit at 91% NM in June 1942 even after Stalingrad, Rostov, Kiev, Minsk, Smolensk, Odessa, Kharkov and Dnep have fallen. Maybe a slightly higher immediate morale drop in 1941?
3. Noticed that the city plunder from "The Hague" says plunder from "the Netherlands". Therefore we get a double plunder message when Netherlands also surrenders.
4. I also think that action points for mech/armor should be increased by 1.

Good work.

(in reply to crispy131313)
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/23/2020 7:25:32 PM   
crispy131313


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1. I am going to re-review the USSR units again. It's been hard to re-balance with some of the changes to supply and the speed of research. I tried the Allies rathen than the Axis after finishing 6.1 and I think I have a better idea of where to make these adjustments, not only for the AI. One of the things I've noticed is that the Axis AI are not that great with the new supply rules on the Eastern Front, still trying to think about how to best approach that.
2. I noticed Soviet morale was high around June 42' as well, will tinker.
3. I'll fix that.
4. I'll try this out, it's been brought up before as well.


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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/25/2020 2:12:44 AM   
crispy131313


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Ok here is what 6.2 will look like;

- Improved German (AI) Diplomacy
- Corrected MPP from Irish Defense Force decision, increased to 25 MPP
- Added a minor supply event to 189,101 when Yugoslavia joins the Allies to stop the Allied AI from operating Greek/UK units into Yugoslavia
- Added two towns to Italian North Africa (Homs, Buerat)
- Portugal to begin with a strength 3 destroyer on map
- Increased Portugal build limit by 1 Destroyer
- Germany National Morale bonus (Barbarossa) increased ~1.5%
- USSR National Morale penalty (war entry) increased 4%
- USSR (AI) National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1943) increased 6%
- Germany (AI) MPP bonus post Barbarossa added
- Removed 1 Infantry Corps, 1 Infantry Army from Siberian Reserves
- Removed 1 Infantry Corps (Soviet Reserves - Moscow - War Entry)
- Removed 1 Infantry Corps (Soviet Reserves - Stalingrad - War Entry)
- Removed 1 Infantry Division (Soviet Reserves - Leningrad - War Entry)
- Removed USSR (AI) Bonus units (1941-42); 7 Infantry Army, 4 Infantry Corps, 2 Tank Corps, 2 Tactical Bomber, 2 Fighter
- Added USSR (AI) Bonus units (1941-42); 3 Infantry Divisions
- Removed Spying & Intelligence Chit (USSR)
- Removed Advanced Aircraft Chit (USSR)
- Research level 4 now progress at 4% per turn (was 5%)
- Added Germany (AI) event to strengthen Egypt garrison (50% of games)
- Increased Mechanized Division/Corps and Tank Division/Corps motorization by 1
- Reverted all Motorization costs of Tanks/Mech back to default (30% Germany, 20% all other nations)
- Early arrival of New Zealand and Australian forces in Egypt will result in one of the Infantry Corps arriving as an Infantry Division instead


< Message edited by crispy131313 -- 4/25/2020 4:28:49 PM >


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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/25/2020 4:30:49 AM   
gdpsnake1979

 

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I downloaded 6.1 44.44MB, unpacked it and copied the files into the proper campaigns folder where the other mods are (they all show up and work) but there is no campaign in the start up menu (again, all the other mods are there.)
So I tried what you said and opened the .cgn file in the editor but all I get is an error: file read error. The other campaign files open fine. The unpacked .cgn file is 5001kb but copies into the campaign folder at 41,411 kb. The data file (2kb) is in there and opens normally. Am I missing something? I did this 3 times downloading and copying but all I get is a corrupted? Fall Weis II - WIE 6.1.cgn file.
Please advise, thank you.
EDIT: The .cgn file did open in word pad but you can't really see anything (I can't read the glop) but it does mean the code is in there.

< Message edited by gdpsnake1979 -- 4/25/2020 4:33:19 AM >

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Post #: 724
RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/25/2020 4:29:37 PM   
crispy131313


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quote:

ORIGINAL: gdpsnake1979

I downloaded 6.1 44.44MB, unpacked it and copied the files into the proper campaigns folder where the other mods are (they all show up and work) but there is no campaign in the start up menu (again, all the other mods are there.)
So I tried what you said and opened the .cgn file in the editor but all I get is an error: file read error. The other campaign files open fine. The unpacked .cgn file is 5001kb but copies into the campaign folder at 41,411 kb. The data file (2kb) is in there and opens normally. Am I missing something? I did this 3 times downloading and copying but all I get is a corrupted? Fall Weis II - WIE 6.1.cgn file.
Please advise, thank you.
EDIT: The .cgn file did open in word pad but you can't really see anything (I can't read the glop) but it does mean the code is in there.


I'm not sure the cause, i'm going to upload 6.2 probably today maybe it will work for you? Have you played a previous version successfully?

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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/26/2020 5:33:07 PM   
gdpsnake1979

 

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Crispy,
Thanks for the quick response.
I actually downloaded the latest patch to the main game. When I did, I had two pages of campaigns to choose from and Fall Weis 20 was one of them. Perhaps the menu simply did not allow for the large number of mods until the latest patch? In any case, halfway through a playthrough now.
Just curious why the mod shows as Fall Weis 20 instead of 6.1?

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Post #: 726
RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/26/2020 10:42:53 PM   
crispy131313


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Fall Weiss 20 was a version included on the community pack and is quite dated. I have many pages of mods I don’t think there is a limit. Maybe know that you have the patch you should try install again?

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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/27/2020 4:55:15 PM   
gdpsnake1979

 

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So I redownloaded 6.1 and still had the same problem. It would not show up. Frustration makes for innovation so I looked at the files and noticed the data file was older than the .cgn file (Should have been today's date). I deleted that data file guessing that a new data file needed to be generated on the first boot of the game.
I was right. If you hear this problem again, suggest that the person delete the data file then try again.
So I can start a 6.1 game just in time for 6.2 to show up. LOL! Is it up yet?

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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/27/2020 5:05:14 PM   
crispy131313


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lol I forgot to put it up, I'll have to upload it later today!

Glad to hear you figured out the fix!

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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/27/2020 7:20:39 PM   
dhucul2011

 

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Hey Crispy.

Continued great work.

Why is German motorization more expensive than anyone else?

When I used to do Modding I was a big believer that all major nations should have the same basic unit attributes and that starting differences should be in the levels of research, especially the "Warfare" categories as well as NM.

For example, while Germany starts at higher IW and AW, the USSR starts at zero and lower morale etc.

The reason being is that how can a Romanian Corps be any better than a starting Italian Corps. The starting differences should be in HQ values, traing (the "warfare's") and NM.

< Message edited by dhucul2011 -- 4/27/2020 7:23:29 PM >

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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/27/2020 9:17:23 PM   
Elessar2


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Historically, the Germans basically threw every truck they could find/salvage/steal into their motor pools; the rationale apparently is that motorizing even a portion of their army would require an expansion of their economic/industrial base that would likely totally exhaust it. Note the western Allies pretty much pulled it off.

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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/27/2020 10:01:44 PM   
crispy131313


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Elessar is right in why I've maintained this. It is actually a difference that was always in the game (vanilla as well) and that why I kept it in place because it made sense. There are still some other slight tweaks in units such as Soviet Infantry being less expensive, however the cost of upgrading them is slightly higher, as well as the varied cost of naval surface fleet reinforcements. But generally I've maintained most units to equilibrium (USSR and Italian units used to be very differential) and embraced the various "warfare" tech slots as well as tweaked national morale a lot to keep in flow of a normal game.



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RE: Fall Weiss II - WIE 6.1 - (Ready for Download) - 4/27/2020 10:13:55 PM   
dhucul2011

 

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Makes sense to me!

Upload dude!!

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Post #: 733
RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/28/2020 12:44:35 AM   
crispy131313


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https://www.dropbox.com/s/dejkz4w4vrs4wg4/Fall%20Weiss%20II%20-%20WIE%206.2.zip?dl=0

Full list of changes:

- Improved German (AI) Diplomacy
- Corrected MPP from Irish Defense Force decision, increased to 25 MPP
- Added a minor supply event to 189,101 when Yugoslavia joins the Allies to stop the Allied AI from operating Greek/UK units into Yugoslavia
- Added two towns to Italian North Africa (Homs, Buerat)
- Amended Guard/Supply scripts for Homs, Buerat
- Portugal to begin with a strength 3 destroyer on map
- Increased Portugal build limit by 1 Destroyer
- Germany National Morale bonus (Barbarossa) increased ~1.5%
- USSR National Morale penalty (war entry) increased 4%
- USSR (AI) National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1943) increased 6%
- Germany (AI) MPP bonus post Barbarossa added
- Removed 1 Infantry Corps, 1 Infantry Army from Siberian Reserves
- Removed 1 Infantry Corps (Soviet Reserves - Moscow - War Entry)
- Removed 1 Infantry Corps (Soviet Reserves - Stalingrad - War Entry)
- Removed 1 Infantry Division (Soviet Reserves - Leningrad - War Entry)
- Removed USSR (AI) Bonus units (1941-42); 7 Infantry Army, 4 Infantry Corps, 2 Tank Corps, 2 Tactical Bomber, 2 Fighter
- Added USSR (AI) Bonus units (1941-42); 3 Infantry Divisions
- Removed Spying & Intelligence Chit (USSR)
- Removed Advanced Aircraft Chit (USSR)
- Research level 4 now progress at 4% per turn (was 5%)
- Added Germany (AI) event to strengthen Egypt garrison (50% of games)
- Increased Mechanized Division/Corps and Tank Division/Corps motorization by 1
- Reverted all Motorization costs of Tanks/Mech back to default (30% Germany, 20% all other nations)
- Early arrival of New Zealand and Australian forces in Egypt will result in one of the Infantry Corps arriving as an Infantry Division instead
- Removed duplicate unit script (AI only - USA Pacific Fleet)
- Amended reinforcement cost of Carriers to 5% (for all nations)




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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/28/2020 2:34:08 AM   
dhucul2011

 

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Hey Crispy. Did you do anything to "Anti-War Propaganda Spreading Disaffection in French Army" script? Its firing every turn.

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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/28/2020 2:54:41 AM   
crispy131313


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quote:

ORIGINAL: dhucul2011

Hey Crispy. Did you do anything to "Anti-War Propaganda Spreading Disaffection in French Army" script? Its firing every turn.


Nope it’s random every turn just bad luck, just checked it too

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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/28/2020 3:10:13 AM   
dhucul2011

 

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Too funny.

Playing well so far.......

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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/29/2020 12:15:14 AM   
dhucul2011

 

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1. Malta needs an adjustment downwards. German HQ, Four German TAC at GA2, two German Medium at GA2, One Italian Medium at GA1, all ports reduced to zero and it hangs on for eight turns.....Is it getting supply somehow? I can't tell without spotting.
2. USSR unit density a bit better but still so overwhelming in Spring 1942. Soooooo many tank corps on every front.
3. There are too many Allied destroyers. 1941 into 1942 should be the U-Boat "happy time" but there are so many DDs.
4. The UK navy sailed right up to Venice to attack the RM. Not expecting that! Nice.

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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/30/2020 6:10:06 AM   
crispy131313


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quote:

ORIGINAL: dhucul2011

1. Malta needs an adjustment downwards. German HQ, Four German TAC at GA2, two German Medium at GA2, One Italian Medium at GA1, all ports reduced to zero and it hangs on for eight turns.....Is it getting supply somehow? I can't tell without spotting.
2. USSR unit density a bit better but still so overwhelming in Spring 1942. Soooooo many tank corps on every front.
3. There are too many Allied destroyers. 1941 into 1942 should be the U-Boat "happy time" but there are so many DDs.
4. The UK navy sailed right up to Venice to attack the RM. Not expecting that! Nice.


1 - Did you disrupt the supply of Malta itself (not just the ports)? There are no shenanigans other than an experienced unit if the UK upgrades the aircraft defenses via decision event
2 - I'll have to defer this, I am also trying a campaign but it's been anything but historic, but I never found Soviet units high until the beginning of 1943 (a note on this to follow)
3 - I am pretty sure the Axis receives additional U-boats as well, were your U-boats wiped out?
4 - It's always nice when the AI surprises.

I'm playing my first Axis match since my PBEM right now, having lost against the AI the previous I decided to try something different this game. The AI were on board apparently bringing Portugal into the war early. There was no invasion of Norway, and I attempted a simultaneous Sealion and all of France Gambit. The French gambit worked, Spain was eventually brought into the war after capturing Gibraltar, and I managed to bring Greece into the Axis camp the same year. Sealion was a year long fight and was eventually defeated by the Americans (who entered early) with their pesky Amphibious landings. After saving the British, both nations have invaded the Iberian Peninsula and now in early 1943 it's become an all out war along the Portuguese/Spanish border. In North Africa it's been a see-saw, the DAK were pushed back to Homs (near Tripoli) but are now fighting Canadian and American forces near Alexandria and Cairo. As for the Eastern Front I was severely stretched during Barbarossa but even still Axis and Soviet units were about on par manpower wise all through the end of 1942. Currently fighting for lines near Leningrad, Smolensk, Kursk, Kharkov in March 1943. Soviet units were in the 90-110 range throughout all of 1942. I've only destroyed 3 Soviet Tank Armies, 8 Tank Corps and 12 Tank Divisions through 2 years of the war.


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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/30/2020 8:39:35 PM   
dhucul2011

 

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Check the NM script for loss of Murmansk. I think Soviet morale went up when it was lost to the Finns.

I'm having a great game but Russian NM is still way too high. Its 99% in Summer 1943 and I have Leningrad, Stalingrad, Odessa, Murmansk, Kharkov, Dnep, Minsk, Smolensk and Kiev. With the landing in France in May 1943 they jumped to 108%! Its kind of a game breaker.

< Message edited by dhucul2011 -- 4/30/2020 9:23:28 PM >

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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 4/30/2020 10:20:29 PM   
crispy131313


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quote:

ORIGINAL: dhucul2011

Check the NM script for loss of Murmansk. I think Soviet morale went up when it was lost to the Finns.

I'm having a great game but Russian NM is still way too high. Its 99% in Summer 1943 and I have Leningrad, Stalingrad, Odessa, Murmansk, Kharkov, Dnep, Minsk, Smolensk and Kiev. With the landing in France in May 1943 they jumped to 108%! Its kind of a game breaker.



Maybe the AI bonuses for Soviet Morale are not necessary, for older games I felt like Soviet morale was diving into the 50s from losses but I’m not experiencing that now either. I wonder if this is due to some change in the game engine.

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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/1/2020 12:03:15 AM   
dhucul2011

 

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I'm not sure what is happening but I would suggest the following:

1. Make the initial shock of war NM drop even higher. That should allow the Axis more historical gains in 1941. USSR NM should be down in the low 70s by end of 1941.
2. Give a small bump up in NM in early 1942 as the "USSR Recovers from the Shock of the Initial Invasion".
3. Give another bump in early 1943 as "War on the Eastern Front Continues".
4. One more small one in mid 1943 if Moscow still held.
5. Have the NM hit for losing Moscow, Stalingrad and Leningrad higher than current. It should be a big blow, especially Moscow.
6. Reduce the size of the Allied landing NM bumps slightly.

I like the dynamic NM it just doesn't seem to be working as intended for the USSR.

One other item.

When the US landed in Algeria there was a pop up for something with the Algerian flags but no text.


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Post #: 742
RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/1/2020 1:36:15 AM   
crispy131313


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quote:

ORIGINAL: dhucul2011

I'm not sure what is happening but I would suggest the following:

1. Make the initial shock of war NM drop even higher. That should allow the Axis more historical gains in 1941. USSR NM should be down in the low 70s by end of 1941.
2. Give a small bump up in NM in early 1942 as the "USSR Recovers from the Shock of the Initial Invasion".
3. Give another bump in early 1943 as "War on the Eastern Front Continues".
4. One more small one in mid 1943 if Moscow still held.
5. Have the NM hit for losing Moscow, Stalingrad and Leningrad higher than current. It should be a big blow, especially Moscow.
6. Reduce the size of the Allied landing NM bumps slightly.

I like the dynamic NM it just doesn't seem to be working as intended for the USSR.

One other item.

When the US landed in Algeria there was a pop up for something with the Algerian flags but no text.




Part of me think's the issue is limited to the bonuses I gave the Soviet AI;

Jan 1942 the Soviet (AI) receives bonus NM equivalent of 4% total value (divided over a few turns) as a bonus for holding each of Moscow/Stalingrad (so likely a total of 8% NM) as well the Axis player receives a 4% penalty when playing against the Allied AI at this time. If these are eliminated it would equal a 12% gap in NM between Germany and USSR, in Germany's favor.

Another pair of scripts in Jan 1943 provided the Soviet (AI) bumps of 5% each to offset the early loss of Moscow/Stalingrad.

The only other Soviet AI bumps were an artificial 10% in Jan 1943 and 1944 (divided each over 10 turns), which are mainly to offset the higher than normal losses that AI takes during the game, I'm going to remove these as well. Basically I'll try removing all the AI cheats for NM on the Eastern Front as they for some reason now feel unnecessary, I can attest to that in my play through as well.

I've made the following adjustments;

Removed AI Soviet NM bonus Jan 1942 (4%) for holding Moscow
Removed AI Soviet NM bonus Jan 1942 (4%) for holdings Stalingrad
Removed AI Soviet NM bonus Jan 1943 (5%) for losing Stalingrad earlier in the game
Removed AI Soviet NM bonus Jan 1943 (5%) for losing Moscow earlier in the game
Removed AI Soviet NM bonus Jan 1943 (10%)
Removed AI Soviet NM bonus Jan 1944 (10%)
Removed German Player (vs AI) NM Penalty Jan 1942 (4%)
Amended Soviet Player (all games) 1942 morale recovery to be divided by 20 turns instead of 10
Amended Soviet Union Fear war with Germany to be an additional 5% Soviet NM penalty
Amended the Vichy Collaboration policy to provide 20/40 MPP, up from 10/20 MPP
Amended Germany starting MPP from 100 to 250
Removed 2 UK (AI) Destroyers from 1941/42 scripts
Fixed a Finnish unit script where an Anti-Tank was deploying at half strength (Decision event states full strength)


< Message edited by crispy131313 -- 5/1/2020 3:57:37 AM >


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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/1/2020 4:05:21 AM   
dhucul2011

 

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Sounds great. I'll try as soon as its posted.

Great work Crispy!

PS: Don't forget to check the Murmansk NM script as I think its a plus when it should be a minus.


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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/1/2020 4:42:04 PM   
gdpsnake1979

 

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So in the middle of a second play through on 6.2 as the allies, first time as axis.

1). I noticed Brits attacking Berlin as an event and Russians attacking the Romanian oil but where is the Luftwaffe doing the London Blitz? One of the main reasons the Battle of Britain was lost is the targeting change from Air superiority to bombing civilian targets before finishing the RAF. This was primarily due to the bombing of Berlin prompting a furious Hitler to order the bombing of London.
This should be an event the UK player can choose knowing: German morale loss but AA unit gain and the option for German player to do the London Blitz. The bombing of Berlin should cause a slight National morale drop for Germany (3-5%) but also provide a partial strength AA unit to appear in Berlin. Then the German event choice to have the Luftwaffe bomb London causing a slight National morale drop (6-8%) for the UK. The German choice will also allow for an event in July '43 for the Hamburg fire bombing reducing Hamburg to "0" and another slight morale drop (3-5%).

2). I notice that artillery does not fire when an enemy unit 'blunders' into a battle. If they fire defensively at any other time then they should fire defensively in these instances as well. That's what good defensive preparation is all about and why artillery is a good buy.

3). It's probably way too much of a program change but SR'ing a 3 strength unit should not cost as much as a 10 strength unit. After all, it's about RR capacity use and smaller units cost less so a partial strength unit should as well. The MPP value should be based on strength as well as unit size (div, corp, army).

4). Shore bombardment seems very ineffectual. I'm not so concerned about strength loss but about readiness/morale loss. I also find that artillery attacking units seem to get a lot of strength point loss, as many as 3 kills a shot. Artillery should cause suppression (morale/readiness loss) but the strength point loss is way too much. Aircraft are getting a lot of kills as well. Aircraft are just airborne artillery; the 'stuka scream' devastated morale much more than killed men/equipment. Now if someone wants to mod special tank killing aircraft or provide an event for "Carpet Bombing" then go for it but aircraft kills are too high in my estimation and should be more about loss of readiness and morale causing the kills/retreats on follow-up ground attacks.

5). I would like to see the ability to reign in or end Lend Lease to Russia. The two 40MPP equals 80MPP value in Russia is simply not needed in the later years when the US needs the MPP's to ramp up for the invasion.

Just some thoughts. Great work, great fun.

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RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/1/2020 7:22:44 PM   
dhucul2011

 

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I think that this one should stay. It gives impetus for the Germans to take Moscow in 1941. Removed AI Soviet NM bonus Jan 1942 (4%) for holding Moscow

I also think this one is a good one to keep. Removed German Player (vs AI) NM Penalty Jan 1942 (4%)

I agree with gdpsnake that a scripted London Bombing event from October 1940 until war with USSR would be great.

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Post #: 746
RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/1/2020 7:33:43 PM   
crispy131313


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quote:

ORIGINAL: dhucul2011

I think that this one should stay. It gives impetus for the Germans to take Moscow in 1941. Removed AI Soviet NM bonus Jan 1942 (4%) for holding Moscow

I also think this one is a good one to keep. Removed German Player (vs AI) NM Penalty Jan 1942 (4%)

I agree with gdpsnake that a scripted London Bombing event from October 1940 until war with USSR would be great.


These events are both still in the game it’s only the AI bonus that’s removed.

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RE: Fall Weiss II - 5/1/2020 8:43:01 PM   
dhucul2011

 

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Thanks buddy. Please post here when it is uploaded.

(in reply to crispy131313)
Post #: 748
RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/2/2020 1:56:41 PM   
crispy131313


Posts: 2033
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: gdpsnake1979

So in the middle of a second play through on 6.2 as the allies, first time as axis.

1). I noticed Brits attacking Berlin as an event and Russians attacking the Romanian oil but where is the Luftwaffe doing the London Blitz? One of the main reasons the Battle of Britain was lost is the targeting change from Air superiority to bombing civilian targets before finishing the RAF. This was primarily due to the bombing of Berlin prompting a furious Hitler to order the bombing of London.
This should be an event the UK player can choose knowing: German morale loss but AA unit gain and the option for German player to do the London Blitz. The bombing of Berlin should cause a slight National morale drop for Germany (3-5%) but also provide a partial strength AA unit to appear in Berlin. Then the German event choice to have the Luftwaffe bomb London causing a slight National morale drop (6-8%) for the UK. The German choice will also allow for an event in July '43 for the Hamburg fire bombing reducing Hamburg to "0" and another slight morale drop (3-5%).

2). I notice that artillery does not fire when an enemy unit 'blunders' into a battle. If they fire defensively at any other time then they should fire defensively in these instances as well. That's what good defensive preparation is all about and why artillery is a good buy.

3). It's probably way too much of a program change but SR'ing a 3 strength unit should not cost as much as a 10 strength unit. After all, it's about RR capacity use and smaller units cost less so a partial strength unit should as well. The MPP value should be based on strength as well as unit size (div, corp, army).

4). Shore bombardment seems very ineffectual. I'm not so concerned about strength loss but about readiness/morale loss. I also find that artillery attacking units seem to get a lot of strength point loss, as many as 3 kills a shot. Artillery should cause suppression (morale/readiness loss) but the strength point loss is way too much. Aircraft are getting a lot of kills as well. Aircraft are just airborne artillery; the 'stuka scream' devastated morale much more than killed men/equipment. Now if someone wants to mod special tank killing aircraft or provide an event for "Carpet Bombing" then go for it but aircraft kills are too high in my estimation and should be more about loss of readiness and morale causing the kills/retreats on follow-up ground attacks.

5). I would like to see the ability to reign in or end Lend Lease to Russia. The two 40MPP equals 80MPP value in Russia is simply not needed in the later years when the US needs the MPP's to ramp up for the invasion.

Just some thoughts. Great work, great fun.


1 - The reasons I included these events is that they are currently not possible at that point in the game, however the bombing of London/Hamburg is possible. Though I do like the other aspects of these events you brought up with the NM loss and will likely incorporate them.

2 - There is no option for me to change that it's part of the game engine

3 - Again there is nothing I can do for that it's coded into the game.

4 - With the ability to cycle a dozen or more surface ships to target a unit the effectiveness should be somewhat low or it could be very abused. The aircraft combat damage is somewhat necessary to avoid WWI style combat especially with the ability to create more dynamic fronts with the incorporation of divisions, the lines should be in constant movement except for the rubber band period on the Eastern Front. Also I'd be especially cautious about changing the Aircraft impact on the war as it could make the Western Allied AI very ineffective. On artillery, 3 Damage from artillery seems high though are you seeing that often and from which type of Artillery?

5 - I do know how this could be done, but did the lend-lease ever end historically?

Also glad you are enjoying.

_____________________________


(in reply to gdpsnake1979)
Post #: 749
RE: Fall Weiss II - WIE 6.2 - (Ready for Download) - 5/3/2020 10:25:25 AM   
erikbengtsson

 

Posts: 12
Joined: 3/29/2020
Status: offline
Looks great!

I missed the 6.2 update and recently started a 6.1 axis campaign, now into August of 1940.

Is it possible to manually update to 6.2 by pasting scripts or other things into the 6.1 folder? Or would it break the game? I am also running the 1.17.02 hotfix beta through Steam, if that matters.

< Message edited by erikbengtsson -- 5/3/2020 3:47:18 PM >

(in reply to crispy131313)
Post #: 750
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