Icarus Mod, Version 6 in Preliminary Release

Nowi
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Nowi »

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 get to the Splash screen, but then an error pops up.

Failed (get_information_map): no such file or directory

Any suggestions?
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi Nowi,

Thanks for your interest in the mod. Check out the Mod Installation tutorial on Old Crow's YT Channel here: https://www.youtube.com/@BalthazorsStra ... ana/videos

This might help you identify the problem. If not, I hope that someone else can provide some trouble-shooting advice,

Michael
Nowi
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Nowi »

That's the video I watched. Non-Steam installation.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

I use Steam too. You should have two folders named "Campaigns". If you go into the game Editor, you can see them as two small envelopes at the top left of the screen - one yellow and one blue. The yellow one is for the official or "default campaign". The blue one is for mods or "user campaign". Paste the Icarus mod files in the blue User Campaign folder. When you go to play the game, it should appear in the menu of available campaigns.
Nowi
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Nowi »

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 other files in some other location?

Stumped, but happy. Looking forward to your Mod.

Thanks for your work, and help.
borsti39
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by borsti39 »

The video instruction is wrong. Campaigns need to go into "Documents\My Games\Strategic Command WWI\Campaigns" folder and it will show up like any other campaign in the game. No need to mess with editor or anything. Same for other custom campaigns in other Strategic Command games.
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OldCrowBalthazor
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by OldCrowBalthazor »

borsti39 wrote: Fri May 31, 2024 7:09 pm The video instruction is wrong. Campaigns need to go into "Documents\My Games\Strategic Command WWI\Campaigns" folder and it will show up like any other campaign in the game. No need to mess with editor or anything. Same for other custom campaigns in other Strategic Command games.
Thats the exact path I used and instructed in the video. I never even use the editor.........

"Documents\My Games\Strategic Command WWI\Campaigns
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Nowi »

Got it now. Thanks.

BTW, if you do go the4 Editor route, that's where the save goes.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

In a current MP play-test I noticed a significant glitch in the most recent release of the Icarus mod: Version 6.3, for the 1914 campaign. The box allowing minor powers to benefit from tech ungrades somehow became un-ticked. I have now corrected this and minors now benefit from the same tech upgrades as their majors (with the standard 25% extra cost factor found in the vanilla game).

If you downloaded the earlier version of the 1914 campaign files from my Dropbox, I recommended downloading the corrected version of the .cgn file, dated July 3, 2024. Note that this glitch did not occur in the 1916 campaign files, so the version released on April 26, 2024 remains correct.

Michael
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

I have found another couple of glitches in play-testing Version 6.3 for both campaigns. They relate to the number of diplomatic chits per major, the base cost of German stormtroopers and field artillery build limits for minors. All these have been corrected and the most up to date files are now in my dropbox folder - see the link at the top of this thread. The latest version of both .cgn files should be dated July 5, 2024.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi - two smaller glitches found and corrected in the 1914 campaign (only). Updated version of 1914 Icarus v.6.3 is now in my dropbox, dated July 11, 2024.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi - a couple of glitches found in the initial deployments for the 1916 Icarus campaign, Version 6.3 (only). These have been corrected in the .cgn file in my dropbox. Updated version is dated July 12, 2024.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi - some small corrections made to the weather zones in both the 1914 and 1916 campaigns, plus a correction to one tech setting in the 1916 campaign. Latest version for both is 6.3, dated July 22, 2024, in my dropbox. I plan to bring out a new update to the mod in the second half of August, after some current play-test games are finished. As always, feedback and suggestions from players who have tried the mod are appreciated.
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Re: Icarus Mod Update - Version 6.4

Post by mdsmall »

After further playtesting, I have published a new update to both the 1914 and 1916 campaigns of the Icarus mod, called Version 6.4. The new mod folder and .cgn file for Version 6.4 have been posted in my Dropbox. They are available here:

https://www.dropbox.com/scl/fo/x2v96nqx ... 9dcg2&dl=0

In addition, I have added to the Drop Box folder for Version 6.4 the following documentation:

- An updated Explanation of Modifications document which explains every feature of the Icarus mod. Given that this is very long document, I am not re-posting it here. (The Explanation of Modifications for Version 6.2 from April 2024 is posted at the beginning of this thread and has about 95% the same text as the explanation of Version 6.4). I have highlighted all the changes made since Version 6.3 in a post below.

- A new Decision Log for both campaigns which lists every decision, by major power, in chronological order (unlike the Decision Log in the Strategy Guide for the regular game). This spells out all the triggers and the exact impacts of each Decision Event in the game (both in the regular game plus this mod). It also lists exactly when each DE fires in terms of each player turn (which is different from the dates given for most DEs in the Editor).

- Folders with screenshots of the new Diplomatic Advice and Military Advice pop-ups for each side. The former always pop-up in the early turns of both campaigns; the latter pop-up in response to specific situations.

- A Game Turn Calendar giving the exact dates of each player turn.

- A complete listing of all the National Morale events for every power (both in the regular game and the new ones in this mod).

- A similar listing of all the Mobilization Events for every power.

The last four documents will be helpful to players or the regular game, in addition to players of the Icarus mod.

I am starting a new match of Version 6.4 of the 1916 campaign against Old Crow Balthazor, which will go up at the end of this month on his YouTube Channel. Players interested in seeing how the mod works in practice may wish to watch this match between us. (Old Crow and I have been discussing these ideas for the past three years).

As always, feedback on the mod from players is very welcome. Please post your comments here or send me a DM via this Forum.

Michael
shri
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by shri »

Michael, just a request, forget it if difficult.

Maybe you can change the naval war by giving groups as they existed in real life. BB/BC will mix with CA/CL & DDs to form a single group. There exists a mod for WW2 showing something like this, will reduce the naval clutter.
So, Main Battle group will be 2 BBs + 2 CA + 2 CL + 4 DDs - literally mammoth and impossible to kill in 1 shot
BC battle group will be 2 BC + 1 CA + 1 CL + 2 DDs - Very strong but MBG can kill it if more than 1
SS - As it is.
Cruiser Group 1 CL+ 2 DD - Anti Subgroup, cannot fight main groups but lethal against subs once upgraded. - these can lay mines also.

This will drastically reduce all ships available.

So, Austria for example will get just 3 ships - 1/2 MBG + 1/2 CG + 1 SS at start, with addition of 1 SS during the war.

Italy, Russia and France will get similar numbers.

Ottos if they get the BBs then should get 1 MBG else only 1 BCG + 2 CLG

Germany had BCs hence should get 2 MBG + 1 BCG + 3 CGs + 4 SS at start and then some more reinforcements.
UK maybe 3 MBG + 2 BCG + 6 CGs + 1 SS

It will make the naval war lethal and effective but also manageable.

Why?
BBs or BCs did not venture out in the open ocean defenseless and were usually hard to kill off in one single combat dice roll. Right now a BB caught in the open loses 4 or 5 points in a surprise and gets killed off too easily.
shri
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by shri »

BTW

My preliminary vs AI experience of Icarus 6.4
AI is spending too much on research, aircraft etc. It probably shouldn't. (AI is on highest level difficulty with 20% extra MPP but no other bonii)

Otherwise the AI does a great job of attacking in force in Galicia as Russia.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by OldCrowBalthazor »

shri wrote: Mon Aug 19, 2024 3:28 am Michael, just a request, forget it if difficult.

Maybe you can change the naval war by giving groups as they existed in real life. BB/BC will mix with CA/CL & DDs to form a single group. There exists a mod for WW2 showing something like this, will reduce the naval clutter.
So, Main Battle group will be 2 BBs + 2 CA + 2 CL + 4 DDs - literally mammoth and impossible to kill in 1 shot
BC battle group will be 2 BC + 1 CA + 1 CL + 2 DDs - Very strong but MBG can kill it if more than 1
SS - As it is.
Cruiser Group 1 CL+ 2 DD - Anti Subgroup, cannot fight main groups but lethal against subs once upgraded. - these can lay mines also.

This will drastically reduce all ships available.

So, Austria for example will get just 3 ships - 1/2 MBG + 1/2 CG + 1 SS at start, with addition of 1 SS during the war.

Italy, Russia and France will get similar numbers.

Ottos if they get the BBs then should get 1 MBG else only 1 BCG + 2 CLG

Germany had BCs hence should get 2 MBG + 1 BCG + 3 CGs + 4 SS at start and then some more reinforcements.
UK maybe 3 MBG + 2 BCG + 6 CGs + 1 SS

It will make the naval war lethal and effective but also manageable.

Why?
BBs or BCs did not venture out in the open ocean defenseless and were usually hard to kill off in one single combat dice roll. Right now a BB caught in the open loses 4 or 5 points in a surprise and gets killed off too easily.
How would you do the Atlantic blockade if you lump ships into a TF unit?
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

shri wrote: Mon Aug 19, 2024 3:28 am Maybe you can change the naval war by giving groups as they existed in real life....
Hi shri - I know that many players in the past have made the same general observation about how fleets are represented in SC WW1 and WW2. I believe that the 1939 Naval Mod which is being discussed in the War in Europe WW2 forum uses this approach, and there have been other naval mods too for the SC series.

To be honest, at this point in time, I am not inclined to plunge into a whole new dimension of further modifications for Icarus (it's been three years to get to this point). But the great thing about the SC game system is that it is open design, so perhaps someone else would like to experiment with that using Icarus as a base.

Also good to hear that the AI overall is working well. I have invested little time in correcting the AI, apart from assigning reasonable probabilities for it to follow with all the new Decision Events. This reflects my strong preference for playing the game in MP mode. But I will take a look at the research and purchase scripts for the AI the next time I do a general update to the mod. I appreciate the feedback.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by shri »

OldCrowBalthazor wrote: Mon Aug 19, 2024 4:55 am
shri wrote: Mon Aug 19, 2024 3:28 am Michael, just a request, forget it if difficult.

Maybe you can change the naval war by giving groups as they existed in real life. BB/BC will mix with CA/CL & DDs to form a single group. There exists a mod for WW2 showing something like this, will reduce the naval clutter.
So, Main Battle group will be 2 BBs + 2 CA + 2 CL + 4 DDs - literally mammoth and impossible to kill in 1 shot
BC battle group will be 2 BC + 1 CA + 1 CL + 2 DDs - Very strong but MBG can kill it if more than 1
SS - As it is.
Cruiser Group 1 CL+ 2 DD - Anti Subgroup, cannot fight main groups but lethal against subs once upgraded. - these can lay mines also.

This will drastically reduce all ships available.

So, Austria for example will get just 3 ships - 1/2 MBG + 1/2 CG + 1 SS at start, with addition of 1 SS during the war.

Italy, Russia and France will get similar numbers.

Ottos if they get the BBs then should get 1 MBG else only 1 BCG + 2 CLG

Germany had BCs hence should get 2 MBG + 1 BCG + 3 CGs + 4 SS at start and then some more reinforcements.
UK maybe 3 MBG + 2 BCG + 6 CGs + 1 SS

It will make the naval war lethal and effective but also manageable.

Why?
BBs or BCs did not venture out in the open ocean defenseless and were usually hard to kill off in one single combat dice roll. Right now a BB caught in the open loses 4 or 5 points in a surprise and gets killed off too easily.
How would you do the Atlantic blockade if you lump ships into a TF unit?
A few decisions should make it work. I don't think the Entente will grow weak due to the Naval fleets getting clubbed. They will still have more Main Battle Groups and CL groups to dominate the CP.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by OldCrowBalthazor »

Hi, so Michael Small, the creator of the Icarus Mod for SC-WW1 and I are producing a multi-player match of his 1916 scenario. I will be playing the Entente and will be featuring it on YouTube. An Overview episode of this scenario will air on Aug 27, 2024 at 11am Pacific.
The full series starts with Ep 1 on Sept 1 at 1pm Pacific, and my turns will go up daily at 1pm each day.

Anyone thinking WW1 was a dull enterprise will see that it is as sexy as WW2, if not more haha.
I will post a link to the Scenario Overview video when it goes public.

Cheers!
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