Finland MOD V4.0
Moderator: Joel Billings
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- Posts: 21
- Joined: Tue Feb 08, 2022 11:52 am
Re: Finland MOD V3.2
I will play the campaign 3.2 files most likely this week. It seems just by reading like amazing, thanks so much.
Re: Finland MOD V3.3
Updated to V3.3, Updated OOB and incorporated changes up to 1.02.41 beta.
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- Posts: 21
- Joined: Tue Feb 08, 2022 11:52 am
Re: Finland MOD V3.3
There is a video with your mod here
https://odysee.com/@david_lopez1:4/War- ... llenging:a
Greetings.
https://odysee.com/@david_lopez1:4/War- ... llenging:a
Greetings.
Re: Finland MOD V3.3
Great stuff - Thank you. Apologies for the delay in replying, the day job has been a bit crazy.
I should shortly be uploading an updated version of the mod to incorporate all the changes up to V1.51 of the game, so hopefully that will tempt you to have another game.
I should shortly be uploading an updated version of the mod to incorporate all the changes up to V1.51 of the game, so hopefully that will tempt you to have another game.
Re: Finland MOD V3.4
Now updated to V3.4 which incorporates all developer changes up to and including 1.02.51.
Happy Gaming!
Happy Gaming!
Re: Finland MOD V3.4
Now updated to V3.4 which incorporates all developer changes up to and including 1.02.51.
Happy Gaming!
Happy Gaming!
Re: Finland MOD V3.4
Hi, you mention:
"4. The fact the editor feature to update the map is currently disabled means that I whilst I have added features in the scenario editor, they don't appear in an actual game. e.g. Added the towns such as Salla, Litsa and Titovka that were key battlegrounds during Op Silver Fox. Similarly the map is missing some key roads and railways which I have added to my bug report."
Is that still current? It has been 18 months since I last tried but I thought could hand edit (I think a CSV) file with loads of dots or commas for the different terrain feature like railway line NW etc. I tried to add a railway to Tirana but I don't think it worked properly.
I would like to merge your mod with a Bulgarian Mod at some stage. Do you think that is feasible?
Thanks and Regards
Vermin
"4. The fact the editor feature to update the map is currently disabled means that I whilst I have added features in the scenario editor, they don't appear in an actual game. e.g. Added the towns such as Salla, Litsa and Titovka that were key battlegrounds during Op Silver Fox. Similarly the map is missing some key roads and railways which I have added to my bug report."
Is that still current? It has been 18 months since I last tried but I thought could hand edit (I think a CSV) file with loads of dots or commas for the different terrain feature like railway line NW etc. I tried to add a railway to Tirana but I don't think it worked properly.
I would like to merge your mod with a Bulgarian Mod at some stage. Do you think that is feasible?
Thanks and Regards
Vermin
Re: Finland MOD V3.4
Hi Vermin,
Unfortunately I think it is still current (or I don't know how to do it). I can make changes whilst I'm logged on and editing the scenario and they work until I save the game and log-off. Next time I start WITE 2 al the changes are lost, so I suspect any changes aren't saving or are being overwritten when the game loads. Maybe similar to how factories and cities work (just a guess).
As for merging mods, I think it is doable, but probably a lot of work. At present, changes to OBs etc can be fairly simply updated by updating the .csv files but adding sections to the map, updating units and Air groups all have to be hand amended which is quite time consuming. It has just taken me a couple of hours to update all the changes for the the upcoming 1.02.52 Beta as lots of air bases and units had their AA guns and artillery guns changed. I'm hoping things will become simpler once we finally get the OB2 but I suspect there will be a monster set of changes to convert mods to that before it becomes any easier.
Unfortunately I think it is still current (or I don't know how to do it). I can make changes whilst I'm logged on and editing the scenario and they work until I save the game and log-off. Next time I start WITE 2 al the changes are lost, so I suspect any changes aren't saving or are being overwritten when the game loads. Maybe similar to how factories and cities work (just a guess).
As for merging mods, I think it is doable, but probably a lot of work. At present, changes to OBs etc can be fairly simply updated by updating the .csv files but adding sections to the map, updating units and Air groups all have to be hand amended which is quite time consuming. It has just taken me a couple of hours to update all the changes for the the upcoming 1.02.52 Beta as lots of air bases and units had their AA guns and artillery guns changed. I'm hoping things will become simpler once we finally get the OB2 but I suspect there will be a monster set of changes to convert mods to that before it becomes any easier.
Re: Finland MOD V3.4
Thanks, I think I would need to start with your Mod and and mine on top of it - keeping up to date with and changes you make to yours. It took me quite a few weeks work to get my Bulgarians operational and I stupidly didn't keep any documentation of what I did so I'll need to start again.
A couple of dumb questions if you don't mind.
The generic data affects every scenario right? If we edit it then it will be overwritten by any new patch.
The scenario data - which often calls on generic data - is what we would normally change, but there is now a way of preserving/locking any generic data changes we make along with the scenario data so it is saved with the scenario and doesn't get overwritten and will be loaded with that scenario?
I'm sure this was written somewhere but the ability to preserve the generic data was not implemented when I started.
Can you point me to a thread that explains how the new feature works?
Regards
Vermin
PS Did you add the Finnish armoured trains?

A couple of dumb questions if you don't mind.
The generic data affects every scenario right? If we edit it then it will be overwritten by any new patch.
The scenario data - which often calls on generic data - is what we would normally change, but there is now a way of preserving/locking any generic data changes we make along with the scenario data so it is saved with the scenario and doesn't get overwritten and will be loaded with that scenario?
I'm sure this was written somewhere but the ability to preserve the generic data was not implemented when I started.
Can you point me to a thread that explains how the new feature works?
Regards
Vermin
PS Did you add the Finnish armoured trains?

Re: Finland MOD V3.4
A couple of questions:
Does the Arctic/Barents Sea shipping come from the Axis/Soviet Baltic shipping allowance (Freight and Troop Ships)?
Do you know if the Soviets conducted any amphibious landings around Petsamo/Norway? I've never seen anything to that effect but maybe you have come across something?
Regards
Vermin
Does the Arctic/Barents Sea shipping come from the Axis/Soviet Baltic shipping allowance (Freight and Troop Ships)?
Do you know if the Soviets conducted any amphibious landings around Petsamo/Norway? I've never seen anything to that effect but maybe you have come across something?
Regards
Vermin
Re: Finland MOD V3.4
At the moment the shipping has to come from the Baltic shipping allowance as I think it is hardcoded - or if it isn’t, I couldn’t find a way to add separately.
Re the area around Petsamo, both sides did some small scale supply and landings from destroyers but I don’t think they would show at the WITE scale. There is quite a good summary available from Amazon which is often free to Prime or Kindle unlimited readers:
German Northern Theater of Operations 1940-1945 [Illustrated Edition] by [Earl Ziemke]
Re the area around Petsamo, both sides did some small scale supply and landings from destroyers but I don’t think they would show at the WITE scale. There is quite a good summary available from Amazon which is often free to Prime or Kindle unlimited readers:
German Northern Theater of Operations 1940-1945 [Illustrated Edition] by [Earl Ziemke]
Re: Finland MOD V3.4
Lock the generic data in the scenario and it will only apply to that scenario.Vermin wrote: Mon Mar 06, 2023 5:52 am A couple of dumb questions if you don't mind.
The generic data affects every scenario right? If we edit it then it will be overwritten by any new patch.
The scenario data - which often calls on generic data - is what we would normally change, but there is now a way of preserving/locking any generic data changes we make along with the scenario data so it is saved with the scenario and doesn't get overwritten and will be loaded with that scenario?
I'm sure this was written somewhere but the ability to preserve the generic data was not implemented when I started.
Can you point me to a thread that explains how the new feature works?
Regards
Vermin
PS Did you add the Finnish armoured trains?![]()
Re: Finland MOD V3.4
I noticed that my Finnish air force redeployed to the AR box on Turn 2. I think this is because I was using automated air AI and it is not coded to manage the Finns so they get no ADs.but it would be good if you can confirm it.
Re: Finland MOD V3.4
Hi Katrina, that would be my assumption too. I tend to use manual control of the Air Forces but didn’t get this behaviour when testing the original mod. It might be linked to the revised Air Directives and tweaked air rules the devs introduced recently. You could probably simply put the Finnish air force into a Ground Support AD and turn the AI back on and it would work fine.
Re: Finland MOD V3.4
Thanks - you also seem to have cleared the first turn Axis air strike - which if you're playing the Soviet side is very generous!
Re: Finland MOD V3.4
I have found in the last 3 AH v SC games that the AI just strips the non-fort units from central and northern Finland areas so can't defend Murmansk or Kandalaska. Might work well H v H. though. If the Devs eventually include this theatre (which I would love to see) they would need some specialised AI for it. I might try playing as Sov to see if the Axis actually prosecute their attacks or not.
Re: Finland MOD V3.4
There are a few other areas were the Ai also does a poor job of defending as the Finland area unit density is so much lower than the rest of the frontline and there are other things such as Lend Lease and shipping rules that would need to be added to the AI as well.
As I said during my mod intro, this is really designed as a head-to-head mod until the devs either add in the Finland specific rules or allow mod tools for AI behaviour (which is unlikely). Thanks for playing and hopefully you can find someone to play Head-to-head against, it definitely works better as H2H than against the AI.
As I said during my mod intro, this is really designed as a head-to-head mod until the devs either add in the Finland specific rules or allow mod tools for AI behaviour (which is unlikely). Thanks for playing and hopefully you can find someone to play Head-to-head against, it definitely works better as H2H than against the AI.
Re: Finland MOD V3.4
I found similarly that on automatic air directives the Finnish and Bulgarians air forces dropped to 1-2 AOGs and moved all units into them or the reserves, so keep it on manual.DarenMoss wrote: Wed Mar 29, 2023 4:44 pm Hi Katrina, that would be my assumption too. I tend to use manual control of the Air Forces but didn’t get this behaviour when testing the original mod. It might be linked to the revised Air Directives and tweaked air rules the devs introduced recently. You could probably simply put the Finnish air force into a Ground Support AD and turn the AI back on and it would work fine.
Re: Finland MOD V3.4
Hi I was able to find shipping for the Barents sea by right clicking directly on the map and as you can see the Soviets can have it but not the Germans. Also it does not show in the construction panel as it is not on the list of sea zones with shipping for either side which is probably as you say a hard code issue.DarenMoss wrote: Sat Mar 11, 2023 8:53 pm At the moment the shipping has to come from the Baltic shipping allowance as I think it is hardcoded - or if it isn’t, I couldn’t find a way to add separately.
Re the area around Petsamo, both sides did some small scale supply and landings from destroyers but I don’t think they would show at the WITE scale. There is quite a good summary available from Amazon which is often free to Prime or Kindle unlimited readers:
German Northern Theater of Operations 1940-1945 [Illustrated Edition] by [Earl Ziemke]
- Attachments
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- Barents shipping.jpg (596.4 KiB) Viewed 927 times
Re: Finland MOD V3.4
Hi, Further to last, after a little test where I set all Baltic ports to export and priority 1, then changed Petsamo to Soviet, moved out all German units and put in a very low supply soviet division, I then ran the scenario and had the following happen:
Baltic sea zone - just one ship used to move 669 (s) freight from Oranienbaum to Leningrad
Barents sea zone - 9751 (s) freight shipped from Murmansk to Petsamo
So it looks like the Soviets do use the Barents shipping although it does not show up in the production report as existing nor in the logistics phase report under Barents sea shipping.
Running the same test for the Axis with Kiel, Flensburg and Rostock as export and Petsamo import there is no transfer to the Barents but there is to Kemi in the Baltic which would indicate shipping is limited to the sea zone you have ships in and as the Axis cannot allocate ships to the Barents sea they cannot ship to ports there.
Hope this helps.
Baltic sea zone - just one ship used to move 669 (s) freight from Oranienbaum to Leningrad
Barents sea zone - 9751 (s) freight shipped from Murmansk to Petsamo
So it looks like the Soviets do use the Barents shipping although it does not show up in the production report as existing nor in the logistics phase report under Barents sea shipping.
Running the same test for the Axis with Kiel, Flensburg and Rostock as export and Petsamo import there is no transfer to the Barents but there is to Kemi in the Baltic which would indicate shipping is limited to the sea zone you have ships in and as the Axis cannot allocate ships to the Barents sea they cannot ship to ports there.
Hope this helps.
- Attachments
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- Shipping test .jpg (859.5 KiB) Viewed 919 times