Search found 79 matches

by TangSooDo
Sun Mar 30, 2025 1:32 pm
Forum: Strategic Command WWII War in Europe
Topic: Airfields
Replies: 6
Views: 942

Airfields

In the edit campaign, advanced options, a box can be selected for airfields. I can't find anything in the manual about how this works. What does this selection do?
by TangSooDo
Tue Oct 22, 2024 7:13 pm
Forum: The War Room
Topic: Things you wish you knew before your first duels in SCWW2 Pacific
Replies: 15
Views: 1766

Re: Things you wish you knew before your first duels in SCWW2 Pacific

Thanks, Bill, for the always great support.
by TangSooDo
Thu Oct 17, 2024 3:27 pm
Forum: The War Room
Topic: Things you wish you knew before your first duels in SCWW2 Pacific
Replies: 15
Views: 1766

Re: Things you wish you knew before your first duels in SCWW2 Pacific

Exactly what are the benefits of Port Expansion?
by TangSooDo
Tue May 28, 2024 5:12 pm
Forum: Scenario Design and Modding
Topic: Rise of Axis (1939) English/German Version 1.2 Download
Replies: 15
Views: 2236

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

I also find it very irritating to find Allied units with German names. This tends to spoil what so far seems to be a good mod.
by TangSooDo
Sun Oct 01, 2023 5:57 pm
Forum: MODS and Scenarios
Topic: New Mod #4: A World at War - It is now June 22, 1941
Replies: 3
Views: 1978

Re: New Mod #4: A World at War - It is now June 22, 1941

I gave this a try over the past few days, completing a game as Allies vs. AI Axis. I used settings with no bonuses for the AI, which I know usually gives a strong edge to the Allies, but my goal was to see how the mod played rather than be concerned about balance. Two features stood out: 1. China ...
by TangSooDo
Wed Aug 02, 2023 9:08 pm
Forum: MODS and Scenarios
Topic: New Mod: A World at War - September 1, 1939
Replies: 18
Views: 4741

Re: New Mod: A World at War - September 1, 1939

I enjoy the differences in this mod as compared to the original, vanilla game, but also as compared to other mods I've played. I'm in mid-1941 of my second game, playing Allies vs. AI Axis. I put Poland and France under AI control as a rule when playing WaW and in the first game I didn't give the AI ...
by TangSooDo
Fri Jul 22, 2022 2:48 pm
Forum: Scenario Design and Modding
Topic: Rail Line Mod
Replies: 16
Views: 4459

Re: Rail Line Mod

I, too, thank you for a great feature.
by TangSooDo
Wed Jul 20, 2022 9:25 pm
Forum: Strategic Command: American Civil War
Topic: A thank you to the Devs!
Replies: 11
Views: 1460

Re: A thank you to the Devs!

I got Shelby Foote's trilogy on the Civil War in 1978, discounted as a member of the Time-Life book club. Devoured it, and at the time it eclipsed Bruce Catton's work, although that is also great work. Long time ago, now for both. Now, having bought SC American Civil War, I've started reading Foote ...
by TangSooDo
Wed Jul 20, 2022 9:00 pm
Forum: Scenario Design and Modding
Topic: 1861 Blue and Grey Mod (simultaneous weekly turns)
Replies: 105
Views: 11577

Re: 1861 Blue and Grey Mod (simultaneous weekly turns)



Once again, high praise for your work, Kirk. I hate to pick at anything because this is so much appreciated, but I notice that the cavalry brigades have the regiment symbol (three pips?) while the cavalry divisions have the brigade symbol (one X). Is this on purpose?


Nope that is an error ...
by TangSooDo
Wed Jul 20, 2022 7:46 pm
Forum: Scenario Design and Modding
Topic: 1861 Blue and Grey Mod (simultaneous weekly turns)
Replies: 105
Views: 11577

Re: 1861 Blue and Grey Mod (simultaneous weekly turns)

Once again, high praise for your work, Kirk. I hate to pick at anything because this is so much appreciated, but I notice that the cavalry brigades have the regiment symbol (three pips?) while the cavalry divisions have the brigade symbol (one X). Is this on purpose?
by TangSooDo
Tue Jul 19, 2022 10:35 pm
Forum: Scenario Design and Modding
Topic: 1861 Blue and Grey Mod (simultaneous weekly turns)
Replies: 105
Views: 11577

Re: 1861 Blue and Grey Mod (simultaneous weekly turns)

I would love to get the new counters as well, and thanks for the great work.
by TangSooDo
Mon Jul 18, 2022 10:00 am
Forum: The War Room
Topic: Emancipation in 1861
Replies: 5
Views: 1739

Re: Emancipation in 1861

Thanks for the prompt explanation. While I'm whining, the Missouri state guard also surrendered without being defeated in combat. I know they can't survive indefinitely, but that was also a rude surprise.
by TangSooDo
Sun Jul 17, 2022 9:25 pm
Forum: The War Room
Topic: Emancipation in 1861
Replies: 5
Views: 1739

Emancipation in 1861

Not sure just where to post this, but I have started a game with v.1.02 as Confederate vs. Union AI and the Union has declared the Emancipation Proclamation in June, 1861! This has severely reduced the liklihood of European intervention for the CSA with England and Spain providing 0 MPPS and France ...
by TangSooDo
Sun Jul 10, 2022 7:10 pm
Forum: Scenario Design and Modding
Topic: 1861 Blue and Grey Mod (simultaneous weekly turns)
Replies: 105
Views: 11577

Re: 1861 Blue and Grey Mod


Union Ironclad and Monitor join the fight. I should add that the graphics look better in game than they appear here. :D

Union Ironclad and Monitor join the fight..jpg

These are great, so I very reluctantly comment on the CSA naval units -- I fear confusing them for Union because of the dark ...
by TangSooDo
Sat Jul 09, 2022 2:43 pm
Forum: Scenario Design and Modding
Topic: 1861 Blue and Grey Mod (simultaneous weekly turns)
Replies: 105
Views: 11577

Re: 1861 Blue and Grey Mod

I'm an old wargamer, and trust me when I say old. Therefore NATO graphics work better for me because these old eyes don't see so well, but in this game as well as other SC offerings the naval icons are blah. I've always wanted the ability to have NATO ground counters with 3D naval counters. I posted ...
by TangSooDo
Tue Jul 05, 2022 8:16 pm
Forum: Features Suggestions
Topic: Unit to map scale and the need for stacking.
Replies: 4
Views: 946

Re: Unit to map scale and the need for stacking.


The map scale is approximately 10 miles a hex. But the game uses the same SC system of one unit per hex. This is workable with WW I and WW II games, but in a game where warfare was about marching to a key town or position and fighting a battle where almost 200k troops fit in that hex, you end up ...
by TangSooDo
Sat Jul 02, 2022 2:19 pm
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
Replies: 1484
Views: 114032

Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)






What version of the mod is that game from? It should say the file name.

Remember save games from previous versions do not convert to the latest. So if you started a save game with an older version and continued it then what version was it when you first started the game?


I started the ...
by TangSooDo
Fri Jul 01, 2022 9:54 am
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
Replies: 1484
Views: 114032

Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)



I don't know how to get the save file here. I can tell you that on the June 12, 1941 turn the USA is 89% mobilized.


What version of the mod is that game from? It should say the file name.

Remember save games from previous versions do not convert to the latest. So if you started a save game ...
by TangSooDo
Thu Jun 30, 2022 1:37 pm
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.10b Download)
Replies: 1484
Views: 114032

Re: TRP - Total Realism Project for War in Europe (Beta 0.9.6 Download)

I don't know how to get the save file here. I can tell you that on the June 12, 1941 turn the USA is 89% mobilized.

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