Search found 39 matches

by Radar8717
Mon May 27, 2024 3:24 pm
Forum: Scenario Design and Modding
Topic: Rise of Axis (1939) English/German Version 1.2 Download
Replies: 15
Views: 1942

Re: Rise of Axis (1939) English/German Version 0.9 Download

Any idea why only German unit names have been replicated into every other countries' unit name lists?
Sort of annoying when using the English version.
by Radar8717
Sat Jan 20, 2024 7:50 pm
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.9 Download)
Replies: 1464
Views: 95072

Re: TRP - Total Realism Project for War in Europe (1.6.1 Download)

Great mod!
Check your latest 1.6.1 version, all your new anti-tank upgrades are probably incorrect except for UK's stats. The other countries are upgrades for ant-air stats, not anti-tank as you probably intended.
by Radar8717
Thu Oct 05, 2023 1:40 pm
Forum: Scenario Design and Modding
Topic: March 1939 Czechoslovakia I.4 campaign MOD
Replies: 1
Views: 666

Re: new Mod for Europe at war

This is good work, please keep improving it. My favorite is Barbarossa is now more challenging vs Allied AI. More partisans in Russian rear areas required more garrisons, realism improved. I can't figure out how to mod taking Leningrad in 1941 more challenging (discourage using tanks to attack a maj...
by Radar8717
Thu Nov 10, 2022 10:03 pm
Forum: Strategic Command WWII War in Europe
Topic: Kherson on wrong side of river
Replies: 1
Views: 312

Kherson on wrong side of river

Not sure where to post this but:
Currents events reveal that Kherson is on the wrong side of the Dnipro River!
Perhaps Kherson's hex location is ok, but please consider rerouting the river to the south and east of the city
by Radar8717
Sat Jun 11, 2022 1:45 am
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.9 Download)
Replies: 1464
Views: 95072

Re: TRP - Total Realism Project for War in Europe (Beta 0.9.3 Download)

Yes, I saw your change to the garrison requirement to four units and followed it. I like your addition of Polish partisans which further encourages the garrison requirements. After Poland's surrender, I kept the two German infantry divisions, one garrison and the Slovak corps all within 10 hexes of ...
by Radar8717
Fri Jun 10, 2022 11:31 pm
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.9 Download)
Replies: 1464
Views: 95072

Re: TRP - Total Realism Project for War in Europe (Beta 0.9.3 Download)

Yes, I did have a German panzer unit within 2 hexes of Paris by 6/05/40 game turn, or maybe the turn before. My biggest disappointment was Russia was fully mobilized and preparing for war on the 1/1/1941 turn. So no chance for any Barbarossa, nothing unusual happened to cause this. In North Africa i...
by Radar8717
Fri Jun 10, 2022 7:40 pm
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.9 Download)
Replies: 1464
Views: 95072

Re: TRP - Total Realism Project for War in Europe (Beta 0.9.3 Download)

Playing Beta 0.9.3 as Axis I invaded BeNeLux 5/12/40. The AI did NOT defend the French border against the Italian entry 6/5/1940, so Lyons, Grenoble and Nice all fell undefended to the Italians. At minimum, the national morale objective of Lyons should be held by the AI at all times. Also making the...
by Radar8717
Sat Nov 02, 2019 3:08 pm
Forum: AAR
Topic: Question for the players
Replies: 60
Views: 1036

RE: Question for the players

Yes it is too easy to rail move German forces to the west to attack much earlier than historically.
I was looking at the editor and trying to mod the German RR move capacity to a lower number than 100,
but I have not figured out how to so yet, or if it's even possible.
by Radar8717
Thu Oct 31, 2019 6:59 pm
Forum: War Plan: Tech Support
Topic: Updating to v1.00.02 - Deployment queue missing
Replies: 27
Views: 757

RE: Updating to v1.00.02 - Deployment queue missing

<t> I can also confirm losing my production queue after the first turn for both Germany and Italy.<br/> <br/> Fresh v1.00 install. Updated to v1.00.02<br/> <br/> Played 1939 scenario for enough turns to see if the 20 landing ships I purchased on <br/> the first turn appeared after their 90 days, the...
by Radar8717
Fri Dec 02, 2016 10:03 pm
Forum: Scenario Design and Modding
Topic: 653H Mod
Replies: 189
Views: 6299

RE: 653H Mod

<t> Excellent scenario. Fun and challenging on Intermediate with no computer advantages.<br/> <br/> Blitzkrieg is possible! Don't understand the comments about comparisons to getting bogged<br/> down like WW1 and layers of defending units. Are they playing the same game?<br/> <br/> Poland surrendere...
by Radar8717
Tue Feb 11, 2014 1:35 pm
Forum: Commander - The Great War
Topic: Open Beta Patch 1.4.1
Replies: 130
Views: 2687

RE: Open Beta Patch 1.4.1

<t> After 3-4 games playing as CP:<br/> The weakening of early entrenchment's benefits is the best new improvement in 1.4.1- simulating the early month's fluidity.<br/> 1) The Eastern front is very fluid and plays historical- needing German reinforcements ASAP.<br/> That was a nice touch adding the ...
by Radar8717
Wed Jan 01, 2014 11:38 am
Forum: Commander - The Great War
Topic: UPDATE ON NEW PATCH.
Replies: 194
Views: 2837

RE: UPDATE ON NEW PATCH.

<t> The persistent CTD during the computer controlled Allied phase mid 1915 turn.<br/> <br/> Log date: 2014-01-01 06:18:24<br/> [06:18:24][1f04]Commander: The Great War(v 1.4.0)<br/> [06:18:25][1f04]Loading main script<br/> [06:18:25][1f04]Loading app script<br/> [06:18:25][1f04]Script init<br/> [06...
by Radar8717
Wed Dec 25, 2013 5:56 pm
Forum: Commander - The Great War
Topic: UPDATE ON NEW PATCH.
Replies: 194
Views: 2837

RE: UPDATE ON NEW PATCH.

<t> The 1.4 beta patch is a huge improvement and fun to play- would never play any of the previous patches again.<br/> <br/> Couple of observations after playing the much improved 1914 scenario half a dozen times:<br/> 1)It's too easy to sea transport as many troops as desired- maybe some limits are...
by Radar8717
Fri Dec 17, 2010 2:24 am
Forum: Tech Support
Topic: Modding airstikes to include reduction of efficiency
Replies: 0
Views: 858

Modding airstikes to include reduction of efficiency

<r> Is it possible to modify 1.81, or perhaps change in a later patch, tactical bomber airstikes on ground units to include reduction of efficiency just like naval shore bombardment?<br/> <br/> Lines 209-211 const file<br/> #shore bombardment data;;;;;;;;;;;;;;;;;<br/> #Losses on D6 roll (battle gro...
by Radar8717
Wed Mar 10, 2010 12:29 am
Forum: Tech Support
Topic: Two 1939 German units incorrectly stacked together
Replies: 6
Views: 212

RE: Two 1939 German units incorrectly stacked together

Two more incorrectly stacked together units from the 1941 Barbarossa scenario setup:
2;XI. Armeekorps;171;106
26;Divizia 2 Cavalerie;171;106
Maybe move the Romanian 2 Cav one hex south to 171;107
by Radar8717
Tue Feb 23, 2010 3:13 pm
Forum: Tech Support
Topic: modding sea zones to patrol
Replies: 3
Views: 153

RE: modding sea zones to patrol

<t> These are the first 10 listed in the 1939 sea_nodes file:<br/> <br/> 1;1;Baltic sea;1030;719;-1;-1<br/> 2;1;North sea;660;742;-1;-1<br/> 3;1;North East Atlantic;230;800;-1;-1<br/> 4;1;Central East Atlantic;260;1200;-1;-1<br/> 5;1;West Mediterranean Sea;703;1255;-1;-1<br/> 6;1;Central Mediterrane...
by Radar8717
Tue Feb 23, 2010 2:00 pm
Forum: Tech Support
Topic: modding sea zones to patrol
Replies: 3
Views: 153

modding sea zones to patrol

<t> From the ai_data<br/> <br/> How do you interpret the following numbers from 1939 Great Britain?<br/> <br/> SeaZonesToPatrol;2;0;3;0;4;0;5;0;6;0;7;0;73;0;74;0;75;0;;;;;;<br/> <br/> Does each number refer to a particular sea zone? What do the actual numbers mean, perhaps a percentage?<br/> I wish ...
by Radar8717
Thu Feb 18, 2010 7:41 pm
Forum: WW2: Time of Wrath
Topic: Wish list for a possible new patch
Replies: 42
Views: 789

RE: Wish list for a possible new patch

<t> Railroad or SMP movement, into a newly captured city, is currently possible on the next game turn. Can it be delayed several more turns, instead of on just the next game turn? This could help model damaged rail lines, logistical difficulties when advancing, and conversion of different track gaug...
by Radar8717
Wed Feb 17, 2010 1:09 am
Forum: Tech Support
Topic: Two 1939 German units incorrectly stacked together
Replies: 6
Views: 212

RE: Two 1939 German units incorrectly stacked together

There are two more German units incorrectly stacked together in the 1940 Fall Gelb set up at hex 107,92.
2;1. Gebirgs-Division;107;92
2;Gruppe von Kleist;107;92
One of them needs to be moved to a vacant German controlled hex in the next update.
by Radar8717
Sat Feb 13, 2010 12:28 pm
Forum: Tech Support
Topic: Two 1939 German units incorrectly stacked together
Replies: 6
Views: 212

Two 1939 German units incorrectly stacked together

There are two German units incorrectly stacked together in the 1939 Grand Campaign setup at hex 111,96.
52. Infanterie-Division;111;96
263.Infanterie-Division;111;96
Simply moving one of them to 112,96 seems to work better.

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