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RE: Europe 1939 "Scorched Earth" [v1.0 out now!]

 
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RE: Europe 1939 "Scorched Earth" [v1.0 out now!] - 4/27/2020 6:59:08 AM   
OxfordGuy3


Posts: 852
Joined: 7/1/2012
From: Oxford, United Kingdom
Status: offline
Great, looking forward to the next update!

(in reply to PanzerMike)
Post #: 31
RE: Europe 1939 "Scorched Earth" [v1.0 out now!] - 4/27/2020 12:40:20 PM   
PanzerMike


Posts: 888
Joined: 4/30/2006
Status: offline
Found it, will be fixed in the next update,

(in reply to PanzerMike)
Post #: 32
RE: Europe 1939 "Scorched Earth" [v1.0 out now!] - 5/1/2020 3:25:50 AM   
guggy

 

Posts: 41
Joined: 4/1/2017
From: París, FRANCE
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Great work, thanks for sharing

(in reply to PanzerMike)
Post #: 33
RE: Europe 1939 "Scorched Earth" [v1.0 out now!] - 5/1/2020 6:01:49 AM   
PanzerMike


Posts: 888
Joined: 4/30/2006
Status: offline
Alvaro is aiming for a an official 1.07 patch on the short term (perhaps even next week). SE 1.2 will be released as well, fully synched with vanilla changes.

(in reply to guggy)
Post #: 34
RE: Europe 1939 "Scorched Earth" [v1.1 out now!] - 5/1/2020 9:39:42 AM   
suvurov1960

 

Posts: 4
Joined: 5/1/2020
Status: offline
Something I found that was not mentioned in the change log. France no longer surrenders when all its mainland pop/resource centers are taken. Probably either needs to be addressed in the scewnario conditions (which state that France will surrender if those are taken) or have the new pop centers removed (Damascus/Algiers).

(in reply to PanzerMike)
Post #: 35
RE: Europe 1939 "Scorched Earth" [v1.1 out now!] - 5/1/2020 10:47:35 AM   
PanzerMike


Posts: 888
Joined: 4/30/2006
Status: offline
Not behind my PC right now, but when was this changed in vanilla?

(in reply to suvurov1960)
Post #: 36
RE: Europe 1939 "Scorched Earth" [v1.1 out now!] - 5/7/2020 4:09:52 AM   
Isoko

 

Posts: 84
Joined: 5/19/2017
Status: offline
Thank you for great mod.
I have fun.
There are 2 Soviet Army units at Leningrad (187,77) and Murmansk (193,92).
No problem?

(in reply to PanzerMike)
Post #: 37
RE: Europe 1939 "Scorched Earth" [v1.1 out now!] - 5/7/2020 6:02:21 AM   
Isoko

 

Posts: 84
Joined: 5/19/2017
Status: offline
There are weaknesses in the German army.
Northwestern Poland Bydgoszcz.
Pomorze Army was able to capture Berlin on 3 turn.

1 turn
an air unit overrun.
168,63->163,63
2 turn
Capture Stettin
->161,63
3 turn
Capture Berlin
->158,61


Attachment (1)

(in reply to Isoko)
Post #: 38
RE: Europe 1939 "Scorched Earth" [v1.0 out now!] - 6/19/2020 12:25:38 PM   
Rand6897

 

Posts: 79
Joined: 2/26/2015
Status: offline
Thanks for the work creating this mod, it has some features I like. However I am having a problem with rail tiles appearing on the map. Perhaps in a dozen or more places there is a rail tile(s) missing, rail leading up to a hex on two or more sides. When I click on rail transport it shows I can move units by rail through these hexes though I can't see the rail tile.

Any idea what may be wrong?

(in reply to PanzerMike)
Post #: 39
RE: Europe 1939 "Scorched Earth" [v1.0 out now!] - 6/20/2020 9:59:35 AM   
PanzerMike


Posts: 888
Joined: 4/30/2006
Status: offline
A short heads up, I have not synched this mod with the newest v7 patch. The game is still very much in flux and keeping the mod synched is a lot of work. So it will take a while before I will get around to it.

(in reply to Rand6897)
Post #: 40
RE: Europe 1939 "Scorched Earth" [v1.0 out now!] - 8/4/2020 11:26:28 PM   
Lascar


Posts: 381
Joined: 10/7/2000
Status: offline
Hi PanzerMike,

I have been enjoying your mod and the very nice cartographically accurate map playing against the AI. I have started a game with a human opponent recently. If it hasn't been synced up yet with v.7 will that present any problems during play?

I did make a slight correction by placing Memel within German territory as it was annexed by Germany in March 1939.

I want to use this as the standard map for all 1939 games. If I were to use it for the later campaigns, other than changing initial unit deployments, are there any other adaptions that I need to take into consideration?

Once again thanks for all your efforts in producing this great map/mods.

(in reply to PanzerMike)
Post #: 41
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