Search found 15 matches

by Nowi
Fri Dec 13, 2024 12:50 pm
Forum: War Plan: Tech Support
Topic: Greco-Italian War
Replies: 2
Views: 127

Greco-Italian War

I invaded Greece solely with the Italians from Albania in 1940. The Allied AI offers zero support for Greece, not only with regard to units, but even with production points. As a result, with the Italians alone, I'm grinding the Greeks down because they only get a few PP per turn.
by Nowi
Wed Dec 11, 2024 10:26 pm
Forum: MODS and Scenarios
Topic: Modified the game and
Replies: 2
Views: 472

Re: Modified the game and

Try reloading the scripts.
by Nowi
Mon Oct 28, 2024 2:18 pm
Forum: WarPlan
Topic: New mod available - Total Victory Europe 1939
Replies: 13
Views: 1039

Re: New mod available - Total Victory Europe 1939

Thru France as Axis. Going well. AI Allies producing merchant ships. Map looks great.
by Nowi
Mon Sep 02, 2024 10:00 pm
Forum: MODS and Scenarios
Topic: Modding Question
Replies: 1
Views: 288

Modding Question

I spent hours modding the 1939 scenario. Apparently, I inadvertently changed something, and the game doesn't display victory hexes, nor does it calculate victory points.

Anyone have an idea about how to fix this without starting the modding process all over again?

Thanks.
by Nowi
Fri Aug 23, 2024 2:20 pm
Forum: Scenario Design and Modding
Topic: Uxbridge Mod Pacific
Replies: 65
Views: 7357

Re: Uxbridge Mod Pacific

Another color blind fan here! Thanks.
by Nowi
Thu Aug 08, 2024 4:32 pm
Forum: Strategic Command WWII: War in the Pacific
Topic: Is there a way to adjust carrier air attacks so that they can have increased effects on ground units?
Replies: 9
Views: 733

Re: Is there a way to adjust carrier air attacks so that they can have increased effects on ground units?

Be advised that if you do, the CVs in a mass will be devastating. I had the same initial reaction, but then played the game through to victory. At the end, late 1944, I had 10 US CVs in my group, with 2 CVLs off Okinawa. We're talking 21 airstrikes. And by this point the naval weaponry ratings had a...
by Nowi
Tue Aug 06, 2024 8:38 pm
Forum: Strategic Command WWII: War in the Pacific
Topic: Day of Infamy mpp not enough
Replies: 13
Views: 795

Re: Day of Infamy mpp not enough

I ran into some of the same problems before I realized I was approaching the game incorrectly as the Allies. If you total all the Allied MMP it's already about 3X that of Japan. And when the Soviets come in at the end it's even more. During the first 6 months of the war, the Allied position was desp...
by Nowi
Sun Jun 23, 2024 1:59 am
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.9 Download)
Replies: 1464
Views: 95474

Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Playing as the Allies. It's Jan 1940. I've yet to lose a point to U-Boats. Odd.

I turned off FoW to see where they were. Three are parked 4-6t hexes east of Karlskrona, Sweden.

I guess they're safe there. Am I missing something? Are they waiting for Norway? France?
by Nowi
Wed Jun 19, 2024 2:05 am
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.9 Download)
Replies: 1464
Views: 95474

Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

Fair enough. When I took Marseilles and neared Dijon, the AI railed a French tank division south to block the Italians, and their front came unhinged. I'm into December 1940 and enjoying it. Question: Hungarian Mech corps do not get 2 strikes. By design? I'm not sure if I like the two division Afrik...
by Nowi
Mon Jun 17, 2024 4:53 pm
Forum: Scenario Design and Modding
Topic: TRP - Total Realism Project for War in Europe (1.9 Download)
Replies: 1464
Views: 95474

Re: TRP - Total Realism Project for War in Europe (1.6.8b Download)

I've played twice and noticed (by cheating and turning off FoW to check) that at some point during the campaign in France, 1940, the Allied AI strips all the units from the Italian border and sends them north. Happened both times. There must be a trigger [2 hexes to Paris?). There's no way the Frenc...
by Nowi
Mon Jun 10, 2024 9:52 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 92
Views: 11098

Re: Icarus Mod, Version 6 in Preliminary Release

Got it now. Thanks.

BTW, if you do go the4 Editor route, that's where the save goes.
by Nowi
Wed May 22, 2024 1:01 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 92
Views: 11098

Re: Icarus Mod, Version 6 in Preliminary Release

Well, that's not exactly what I did but I did get it to work. Thanks! I opened it in the Editor and then saved it as a new file Icarus 6.3a. For whatever reason, that worked. What's really odd is that I cannot find any actual file with the 6.3a name! But it shows up on the list and works. Are there ...
by Nowi
Tue May 21, 2024 6:01 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 92
Views: 11098

Re: Icarus Mod, Version 6 in Preliminary Release

That's the video I watched. Non-Steam installation.
by Nowi
Tue May 21, 2024 2:21 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 92
Views: 11098

Re: Icarus Mod, Version 6 in Preliminary Release

This looks great! Saw a run through in a YT video. But I can't get 6.3 or 5 to run. I have the Steam version of the game. I tried placing the extracted install in both the Campaign and the Community Pack Campaign folders. Neither works. I did copy the cgn file into the appropriate spot, as well. I g...

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