Icarus Mod, Version 6 in Preliminary Release

shri
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by shri »

mdsmall wrote: Sun Feb 09, 2025 3:25 pm
mdsmall wrote: Mon Dec 23, 2024 2:48 am Hi shri,
Many thanks for this feedback. I have yet to see AH go into a rapid national morale death decline like the one you describe.
Michael
Shri - you will be interested to hear that the sudden, unexpected break-up of Austria-Hungary just happened in my latest play-test with moongaz3r. Now that I have seen it with my own eyes, I have spotted the coding glitch in the latest version of the mod (Version 6.5) which caused this to happen. Apologies for this happening, but I now know how to fix it. Will correct the current version in my dropbox to resolve this error (and a few other smaller issues) today.

Regards,

Michael
Thanks Michael,
You are really the best Modder out there, not just because of the mod itself, but because you have kept improving it based on feedback you got.

Trust me, that implosion of AH is why i keep insisting CP is too weak in 1916 Mod. I found it hilarious and scary. I won my game post implosion due to my simply having had more game experience or maybe holding my nerves. Nothing to do with anything else. Both my opponent and me didn't expect it.
The Entente was attacking from 5 directions but i kept my goal at just one point - "PARIS" and won it and ended the war.

French collapse leads to drastic losses for all of Entente and wins the game for Germany despite losing all allies.
Ofcourse it helped i had ace Generals like Hindy and 2 crack Storm Trooper corps which blasted the way open to Paris and allowed my Cavalry to march in and dig-in.
Poland and Czechia are anyway far too weak. Hungary is weak and strong. Bulgaria is supremely strong and takes a long time to die despite war from 3 sides. Even Ottomans are stronger than Austria. They died due to Armistice.
Regards,
Shri.
shri
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Re: Icarus Mod, Version 6.6 in play-test now

Post by shri »

Beriand wrote: Wed Feb 05, 2025 8:13 pm Hi, started checking the mod out, soooo here goes some random observations :P Although I'm not too experienced with WW1 title, but I came around to like it.
mdsmall wrote: Sun Feb 02, 2025 7:08 pm - Major power resources no longer have an intrinsic NM value, e.g. 12 points for towns or 25 points for cities. This means that Germany no longer gets a growing NM buffer every turn for capturing resources from Russia and France. This should make both Russia and France last longer before surrendering. It also exposes Germany more to the impact over time of the Entente blockade. I think this fact alone is a major reason why the regular game almost always ends in 1917, if not sooner.
Just noting that this not only make FRA/RUS last longer, but also deal quite a blow to Germs combat effectiveness, no? It would not be very surprising if they get below 75% in 1916/17, with impact on units morale etc.
mdsmall wrote: Sun Feb 02, 2025 7:08 pm - When NM drops below 20%, a power loses 25% of its MPPs each turn; when NM drops below 10%, it will lose 50% of its MPPs.
Is it easy to do? I was unable to make scripts like these, as country MPPs depend on industry modifier and conqered territories. Is it 'just' % of initial MPPs or something?
The values given also sound like a rapid death spiral, maybe 10/20% MPPs on 25/50% morale would be more interesting, no idea.

Combined Arms tech name is bit strange :D Again I have limited knowledge, but it seemed to me that Western Allies had in the final year combined arms of (early) airplanes/artillery/tanks/infantry, while German innovation was more to the tune of 'Infiltration Tactics'.

Also, Romania can build Stormtroopers. At least in v6.5? Not sure if intended, hidden Balkans space marines :D

It would be helpful if Denmark additional-diplomatic-loop was marked. It is kind of teleporting ships without warning.

I'm quite sure I developed El Arish pipe and it stayed at 0 resource strength forever. Not sure why. Script looked ok-ish. Maybe my mistake, but is it working?

I would say that Arab Revolt is super strong... with many units and nice leaders, too. With partisan supply and evasion chances, they can swarm&surround&obliterate anything which is not, like, 4-5 Ottomans corps strong line, hm.
Beriand,
I am your opponent from our ongoing game, would you like to test the latest version of the 1916 game, either side is ok.
We will both write our AARs with a gentleman's promise to not peep.
Regards,
Shri.
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Beriand
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Beriand »

shri wrote: Fri Feb 14, 2025 8:16 am Beriand,
I am your opponent from our ongoing game, would you like to test the latest version of the 1916 game, either side is ok.
We will both write our AARs with a gentleman's promise to not peep.
Regards,
Shri.
Hi, I have just seen '1914 v6.7' game posted somewhere :) I would strongly prefer 1914, as 1916 seems super late, like 1943... with much less options and depth. That said, I never tried 16' variants, so I guess I could.
mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi Beriand,

The latest version of the 1914 Icarus mod campaign is 6.5. You can find the link to it in my drop-box a bit higher up on this thread.

I have been play-testing a Versions 6.6. of the 1916 campaign with Moon1 and shri. That's the version which Moon1 described in his AAR. I outlined its main features in a post on this thread. I have shared an updated version of that, numbered 6.7, with both of them for more play-testing. If anyone wants it I can send it to them, but because it is untested, I am not releasing it yet in an open folder on drop-box.

You are right: playing the Central Powers in the 1916 campaign (as described in Moon1's AAR) does feel a bit like 1943 for the Axis. But they still have some strategic choices to make and they can still win the war (at least that is the intent of the mod). I have chosen to update the 1916 campaign first to test out features of the mod intended to make the later phases of the war more interesting, with the aspiration that games could run into 1918. Once a couple more play-tests of these recent updates are completed, I will update the 1914 campaign.
xyzzyfrobozz
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by xyzzyfrobozz »

Is it possible to use the Blue Max map with your mod? If so, how do I do just that? I'll muck trying to work it out whilst waiting for an answer and will return to answer my own question if I have success but, given that my mobile phone confuses me, the odds are slim!

Thanks in advance!
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OldCrowBalthazor
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by OldCrowBalthazor »

xyzzyfrobozz wrote: Sat Mar 29, 2025 3:12 am Is it possible to use the Blue Max map with your mod? If so, how do I do just that? I'll muck trying to work it out whilst waiting for an answer and will return to answer my own question if I have success but, given that my mobile phone confuses me, the odds are slim!

Thanks in advance!
Hi. mdsmall contacted me (about your question) as I use a lot of different graphic mods for the SC games.
My experience is that the Blue Max (graphical) Mod messes with the map and some of the counters when using the Icarus Mod.
I am not sure why Blue Max does what it does.

I use Kirk23's NATO counter mod (better ships for one) with Icarus with no problems.

I believe Michael (mdsmall) also has tried Blue Max with the same results.

Maybe this will save you from a dead-end rabbit hole, or you may discover how to make the two compatible.
If you do the latter, please share how! ;)
My YouTube Channel: Balthazor's Strategic Arcana
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by xyzzyfrobozz »

OldCrowBalthazor wrote: Sat Mar 29, 2025 8:59 am Hi. mdsmall contacted me (about your question) as I use a lot of different graphic mods for the SC games.
My experience is that the Blue Max (graphical) Mod messes with the map and some of the counters when using the Icarus Mod.
I am not sure why Blue Max does what it does.
I actually only use the map component of Blue Max, but it sounds like that in itself causes dramas.

Bummer!

I find the Blue Max map to be easier on the eye.

Thanks for the counter Mod suggestion, I do love me a good NATO counter, but have been using the standard ones until now. If you think of any other Mod suggestions that pair nicely with Icarus, please let me know. I'd appreciate it.

Thanks heaps!!!
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OldCrowBalthazor
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by OldCrowBalthazor »

xyzzyfrobozz wrote: Tue Apr 01, 2025 9:23 pm
OldCrowBalthazor wrote: Sat Mar 29, 2025 8:59 am Hi. mdsmall contacted me (about your question) as I use a lot of different graphic mods for the SC games.
My experience is that the Blue Max (graphical) Mod messes with the map and some of the counters when using the Icarus Mod.
I am not sure why Blue Max does what it does.
I actually only use the map component of Blue Max, but it sounds like that in itself causes dramas.

Bummer!

I find the Blue Max map to be easier on the eye.

Thanks for the counter Mod suggestion, I do love me a good NATO counter, but have been using the standard ones until now. If you think of any other Mod suggestions that pair nicely with Icarus, please let me know. I'd appreciate it.

Thanks heaps!!!
Hi.
I actually like the vanilla map over the faded BMax map but tried to use the BMax counters. I had weird problems like sections of the map in Romania (and elsewhere) were the BM faded version and other sections were vanilla.
Not all the counters were BMax either, those most were.
I una$$ed out of that mess as I had ongoing games going at the time, and never returned to figure out how to make BMax work with Icarus... ;)
My YouTube Channel: Balthazor's Strategic Arcana
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SC-War in the Pacific Beta Tester
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mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

New Version 6.7 available

I have now finished design and initial play-testing of the latest iteration of my Icarus Mod, Version 6.7. You can find the files for both the 1914 and 1916 campaigns plus an updated Guide for the Mod in this drop-box link:

https://www.dropbox.com/scl/fo/u2wmgeqv ... 5mink&dl=0

Version 6.7 has some significant changes from the last version which I released, Version 6.5. (For the link to that version, see my post above dated December 26, 2024). These changes are based on part on feedback from players offered in this forum, and on Old Crow's YouTube Channel. I have also benefitted a great deal from comments from shri, moongoyzer and beriand, who have play-tested with me this version, or the interim version 6.6. See for example moongoyzer's very detailed AAR on our last play-test in this Forum.

Overall, the objectives of this latest version of the mod remain the same: to encourage games to run well into 1917 or even 1918 before reaching a conclusion. National Morale has been accentuated as a key determinant of victory in various ways. Germany has fewer NM buffers than in the regular game against the long-term effects of the Entente blockade and the CP player will be challenged to win before German National Morale sinks to zero. The United States is now a much more consequential power. It is virtually guaranteed to enter the war by late 1917 and will be able to send significant land forces to Europe by early 1918. The Minor Victory conditions have been adjusted in the Central Powers' favour to compensate. Here are the most important changes from Version 6.5.

- Major power resources no longer have an intrinsic NM value, e.g. 12 points for towns or 25 points for cities. This means that Germany no longer gets a growing NM buffer every turn for capturing resources from Russia and France.

- The NM effect of the Entente blockade is increased by 50% per hex once the USA enters the war.

- Some new NM objectives for Germany to capture have been added in Russia (Revel) and Boulogne and Epinal (France) to offset the above. A number of the Russian NM objectives have been increased in value.

- Russia (only) suffers from a war weariness 50 point NM penalty every turn once NM drops to 75%; and it loses another 50 points when its NM dropx to 50%.

- When National Morale drops below 20%, a power loses 25% of its MPPs each turn; when it drops below 10%, it will lose 50% of its MPPs (calculated as a percentage of its starting MPPs in the January 1916 campaign). These MPP losses are meant to reflect manpower shortages and reduced ability to mobilize resources when National Morale drops below 20%.

- Verdun is now a two-hex major fortress, which should make it much harder for the Germans to capture, but easier to hold once captured.

- Germany no longer loses 2000 NM when the USA enters the war.

- The USA now automatically swings 1% towards the Entente every turn starting in September 1914. Other factors which swing the USA towards the Entente (e.g. unrestricted naval warfare) have a slightly reduced effect. The USA should inevitably join the war now by late 1917.

- This slow build-up to war means the USA accumulates significant resources which it can invest in tech before it enters the war. New DEs enable the USA to build 10 corps through conscription once it enters the war, as well as artillery and aircraft units which arrive in Britain or France. However, given it's late arrival in the game, it will need to invest to invest a great deal in tech if its is to field an army that can support the Entente against the Germans late in the war.

- There is a new Entente DE to send an intervention force of at least 3 British or French corps to Russia after the First Revolution. This replaces the 2000 NM bonus that Russia receives after the First Revolution if Britain and France are still in the war. The presence of this intervention force will earn NM points for Russia and help it to last longer before withdrawing from the war.

- There is a new DE for Austria-Hungary if France intervenes in northern Greece to save Serbia. If Salonika and Kavalla are captured by the Central Powers, they can either return this area to Greece or transfer it to Bulgaria, with new costs and benefits for either choice.

- The existing DE which allows France to seize two Greek ships has been modified to make it riskier for France to attempt to capture them; and if these ships escape under their Royalist officers they will join the Ottoman navy.

- Sub vs ASW combat has been recalibrated, as follows. Powers can only invest 2 chits at a time in ASW and Advanced Subs. Subs now have a base ability to dive and escape combat 35% of the time, which increases by 5% per increment of Advanced Subs. Advanced subs tech also increases subs defense strength, in addition to their attack strength. Destroyers, seaplane carriers and maritime bombers now inflict 20% demoralization for each attach.

- German stormtroopers special capabilities have been reconfigured. They no longer gain experience at a faster rate than regular corps; however, they now have a prepared attack bonus of 60%, versus 30% for other units. The dedicated tech used by Germany to build them has been renamed Assault Infantry tech (in response to feedback that Combined Arms better described Entente tactical doctine late in the war).

- The Minor Victory conditions have changed. By November 1918, the Central Powers no longer need to capture Paris, but they must hold Verdun and Warsaw. They also have to keep Germany’s NM level at 10% or higher. For an Entente Minor Victory, the Entente must hold Paris, Verdun and Cairo, plus they need to force either the Ottoman Empire or Austria-Hungary to withdraw from the war.

As always, I look forward to receiving feedback from players about this version of the mod. I hope people enjoy it!

Michael
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Icarus Version 6.7 Additional Notes

I have added to my dropbox link above new versions of the following documents:

- List of Mobilization Events
- List of National Morale Events
- Log of Decision Events
- Game-Turn Calendar

There are a couple of other small changes in this version of the mod which might be worth mentioning:

- Ypres has been removed from the map as an Alternate Capital for Belgium and replaced by Nieuport, which is on the Flanders coast one hex west. Swamp terrain has been added to the hex on the coast due north-east of Nieuport.

Comment: this change was largely made to make it harder in the 1916 campaign to force Belgium to surrender in the opening turns, given that Ypres was on the front line. However, this configuration also better reflects the terrain in that part of Flanders (as depicted for example in the map for the Ludendorff Offensive).

- Toul is now a regular town and has been moved one hex south of its previous position.

Comment: this adjustment made sense now that the major fortresses of Verdun occupy two hexes.

- The Entente naval loops around Africa to the Red Sea and the Persian Gulf now both take 3 turns.

Comment: The previous loops which took only 1 turn to reach the Red Sea and 2 turns to reach the Persian Gulf seemed far too short, relative to the time it takes to send units to both locations from the U.K. through the Mediterranean. If the Entente lose control of the Mediterranean, it should be much harder for the U.K. to send reinforcements to the Middle East by going around Africa.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi - based on some player feedback I have corrected some small glitches in Version 6.7. I have also now made the following adjustments to make French National Morale more brittle;

- Increased the cost to France of losing Verdun (both fortress hexes) from 4000 to 5000 NM, while Germany's gain for capturing Verdun is increased from 2000 to 2500 NM points.

- Increased the base cost to France if Serbia surrenders to 2500 NM (making it equivalent to Russia).

- Increased the threshold for triggering French army mutinies from 40% to 50% of French national morale.

- Made French army mutinies a type 2 event (like other strength scripts) with a 5% trigger per zone. I have left unchaged the provision that once three U.S. corps are within 5 hexes of Paris, these mutinies will cease.

I have also adjusted the starting positions for Romanian forces to make Romania less vulnerable to a surprise attack.

Latest version of the Icarus files in my dropbox (see link above) should be dated 20 April 2025.

Please note that I often correct small glitches in the mod without changing the version number. This avoids having to post frequent notifications on this Forum that something has changed. So, I recommend that you double check before playing the mod that you have downloaded the most recent version.

Michael
Last edited by mdsmall on Sun May 04, 2025 2:20 pm, edited 1 time in total.
Totlen
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Totlen »

HI:
How is this mod installed? I have unzipped it and placed it in the campaigns folder under mygames. When I run the game, the mod does not appear in the list of campaigns. What am I doing wrong?
Thanks!
Totlen
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Totlen »

I figured it out. The .cgn file is a separate download from the drop box.
I'm used to TRP where all the files are bundled together.

Totlen
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