Fall Weiss II - WIE 14.0 - (Ready for Download)
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Ok. Will P.M. you later.
Literally on the beach now.
Literally on the beach now.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Dutch Jacob van Heemskerck ligth cruiser in UK port must be upgraded manually (right clicking on ship), upgradeable option don't work with this cruiser (mouse shows -0).
If british strategic bomber raid the norwegian convoy, in following turns bomber will raid the convoy always even if you are bombing cities.
If british strategic bomber raid the norwegian convoy, in following turns bomber will raid the convoy always even if you are bombing cities.
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Crispy,
This mod could use an update/reassemble.
Currently Cruisers can still attack subs, subs still loose supply when attacked and only displace 2 hexes when diving.
However, CVs can now run air ops in bad weather.
This mod could use an update/reassemble.
Currently Cruisers can still attack subs, subs still loose supply when attacked and only displace 2 hexes when diving.
However, CVs can now run air ops in bad weather.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
- crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
There will be a future update but my computer has died, still debating on which replacement. So it’ll be a bit, but I generally do update after a patch of the game by developers to keep current especially with game engine changes.
Fall Weiss II - SC3 Mod
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
I captured Belgrade with an Italian unit, then i moved out the unit from the city and Belgrade hex was empty at end turn. Then it showed Yugoslavia conquered by Germany instead of Italy.
Same in Palestine, after taking the capital with an italian unit, I left Jerusalem empty and Palestine was considered conquered by Germany.
Same in Palestine, after taking the capital with an italian unit, I left Jerusalem empty and Palestine was considered conquered by Germany.
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Did you by chance move a German unit through the Capitals after the Italian?
The base game mechanics/engine looks at the last unit that was in (or moved through) the Capital to determine who it goes to.
This came up years ago and is probably buried in the board somewhere.
The base game mechanics/engine looks at the last unit that was in (or moved through) the Capital to determine who it goes to.
This came up years ago and is probably buried in the board somewhere.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Yes, I moved german units through the capitals. Thanks for the explanation.
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Riyadh should be Arabia Saudi's capital. It was designated in 1932.
This change also should apply for stock game map.
https://www.britannica.com/place/Riyadh/History
This change also should apply for stock game map.
https://www.britannica.com/place/Riyadh/History
- crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
So I finally went ahead and replaced my computer. Can you give me some background on what updates may be required?
I just read through the last official patch and noticed there are some changes with regards to cruisers/subs and a few other tweaks I think I will build in.
Is there anything else significant I should be aware of to keep up with?
Fall Weiss II - SC3 Mod
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Those are the 2 biggest things. I would suggest reviewing the change list for v1.25.
I have noticed in 2 MP games (1 Allied & 1 Axis) that there seems to be a severe availability shortage (i.e. very small force pool limits) of German infantry units (mainly corps) to defend the Reich once the tide turns.
I have noticed in 2 MP games (1 Allied & 1 Axis) that there seems to be a severe availability shortage (i.e. very small force pool limits) of German infantry units (mainly corps) to defend the Reich once the tide turns.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
- BattleofKursk
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- crispy131313
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
I did update it to the most recent patch, with the changes to submarines etc. and it played fairly well. I have a short list of changes to make after playing a campaign before i eventually upload a new version, hopefully soon since I don't have any active campaigns I'm playing right now.
Fall Weiss II - SC3 Mod
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- crispy131313
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Fall Weiss II - WIE 10.0
Here is what I've updated so far, which covers the patch updates as well as some other minor tweaks. Is there any other feedback for balance before I post an updated link?
Units
- Cruisers no longer receive ASW Attack Upgrades, only defense
- Infantry Weapons and Tank Weapons increase Amphibious Attack & Defense
- Subs no longer lose supply when defending
- Lowered cost of surface fleet repairs to 8% from 10% for France, Germany, Italy and Canada. All other countries remain 10% with exception of USA/UK which remains 5%.
- Lowered cost of paratrooper repairs to 8% from 10%
Sweden, Turkey, Spain each will have a full strength Infantry Division in Que for immediate deployment upon war entry
- Increase anti-aircraft Strategic Bomber attack/defense by 1
- Increased German rockets build limits by 1
- Increase German Corps Limit by 2
- Removed 2 Infantry Divisions from German Build Que (May 1944)
- Added 2 Infantry Corps to German Build Que (May 1944)
- Annapolis Destroyer is now set to arrive in March 1941 rather than March 1942
- The USSR now receives a Heavy Artillery unit in its Production Queue in September 1940.
Decision Event updates
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 627 and DE 673 relating to the deployment of Coastal Guns on the Atlantic Wall
- DE 113 now requires St Nazaire to be in Axis hands to fire
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis
- Cancelling Tirpitz and switching to U-boats will cost 15 MPP for 2 turns
- Lowered the cost of UK cancelling HMS Anson and building additional destroyers from 20 MPP for 5 turns to 15 MPP for 5 turns
Lower cost of Germany sending military equipment to Romanian Tanks from 50 MPP over 6 turns to 35 MPP over 5 turns and Germany Miliary Equipment deliveries to Romania no longer arrive at full research
- Reduce cost of Axis Fall Blau Reinforcements from 150 MPP for 5 turns to 125 MPP for 5 turns
Map
- Turkey is now a Soviet minor
- Updated Ezerum an industrial center
- Updated Ezerum an Alternate capital
- Geneva and Zurich added as alternate capitals for Switzerland
Various
- Increased the Mobilization penalties for Allied aggression against Italy so that both Spain and USA will now swing 5-12% towards the Axis
- Removed duplicate Italian Mobilization Script for Allied Naval Aggression against Italy
- An Allied amphibious or naval build up against a neutral Italy will now trigger a 2,000 National Morale boost to Italy as the population prepare to resist invasion.
- Some Event grammar updates
Units
- Cruisers no longer receive ASW Attack Upgrades, only defense
- Infantry Weapons and Tank Weapons increase Amphibious Attack & Defense
- Subs no longer lose supply when defending
- Lowered cost of surface fleet repairs to 8% from 10% for France, Germany, Italy and Canada. All other countries remain 10% with exception of USA/UK which remains 5%.
- Lowered cost of paratrooper repairs to 8% from 10%
Sweden, Turkey, Spain each will have a full strength Infantry Division in Que for immediate deployment upon war entry
- Increase anti-aircraft Strategic Bomber attack/defense by 1
- Increased German rockets build limits by 1
- Increase German Corps Limit by 2
- Removed 2 Infantry Divisions from German Build Que (May 1944)
- Added 2 Infantry Corps to German Build Que (May 1944)
- Annapolis Destroyer is now set to arrive in March 1941 rather than March 1942
- The USSR now receives a Heavy Artillery unit in its Production Queue in September 1940.
Decision Event updates
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 627 and DE 673 relating to the deployment of Coastal Guns on the Atlantic Wall
- DE 113 now requires St Nazaire to be in Axis hands to fire
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis
- Cancelling Tirpitz and switching to U-boats will cost 15 MPP for 2 turns
- Lowered the cost of UK cancelling HMS Anson and building additional destroyers from 20 MPP for 5 turns to 15 MPP for 5 turns
Lower cost of Germany sending military equipment to Romanian Tanks from 50 MPP over 6 turns to 35 MPP over 5 turns and Germany Miliary Equipment deliveries to Romania no longer arrive at full research
- Reduce cost of Axis Fall Blau Reinforcements from 150 MPP for 5 turns to 125 MPP for 5 turns
Map
- Turkey is now a Soviet minor
- Updated Ezerum an industrial center
- Updated Ezerum an Alternate capital
- Geneva and Zurich added as alternate capitals for Switzerland
Various
- Increased the Mobilization penalties for Allied aggression against Italy so that both Spain and USA will now swing 5-12% towards the Axis
- Removed duplicate Italian Mobilization Script for Allied Naval Aggression against Italy
- An Allied amphibious or naval build up against a neutral Italy will now trigger a 2,000 National Morale boost to Italy as the population prepare to resist invasion.
- Some Event grammar updates
Fall Weiss II - SC3 Mod
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
The only thing I can comment on is that Germany needs the availability of a lot more INF (Corps/Army) units in order to form any sort of effective defense in 1944/1945. I know you're a fan of all the DIVs but at this point of the game they are pretty much worthless.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
- steevodeevo
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
In the TR mod, it seems the availability of Inf Corps & Divs is largely addressed through Axis 'minors' (I know they aren't minors as such, just struggling for a title), Hungary, Bulgaria and Romania in particular produce tons of Divisions and Corps and respectable amounts of Armor, which were hugely valuable in my recent TRM play through when Germany ran out of Manpower. To be honest I didn't feel short of Infantry units at any stage and in the end arguably I had too many. In the TRM mod Italy also seems to have beefed up production limits. The author would know best, maybe I just did well in my last game.Taxman66 wrote: ↑Sat Mar 04, 2023 3:26 pm The only thing I can comment on is that Germany needs the availability of a lot more INF (Corps/Army) units in order to form any sort of effective defense in 1944/1945. I know you're a fan of all the DIVs but at this point of the game they are pretty much worthless.
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Personally I find the air units very powerful.
With enough air units, you can completely destroy a unit in one turn. This works really well for the Axis in North Africa.
AA unis and upgrades can be used to counter this, but still you can use for example naval planes as a decoy to trigger the AA unit intercept fire and then launch the main attack with your bombers.
Is my concern shared by other players?
I wish there would be a possibility to limit the number of air attacks on a single hex to 2 or 3 per turn.
I would also increase the number of AA units intercept fire to avoid this decoy tactic.
With enough air units, you can completely destroy a unit in one turn. This works really well for the Axis in North Africa.
AA unis and upgrades can be used to counter this, but still you can use for example naval planes as a decoy to trigger the AA unit intercept fire and then launch the main attack with your bombers.
Is my concern shared by other players?
I wish there would be a possibility to limit the number of air attacks on a single hex to 2 or 3 per turn.
I would also increase the number of AA units intercept fire to avoid this decoy tactic.
AKA Belgavox
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
The issue is that you cannot in the editor crank down bomber direct damage much lower than it already is. Tac and Meds start at 1.5 and 0.5 respectively, and only gain +0.5 for each level. I've dropped the starting levels down to 1.0 and 0.0 while increasing morale hits, but marry them to a top HQ like Kesselring with a ton of experience and they go to town. The only remaining recourse would be to not have any direct damage increases from tech at all, just morale.
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Increase AA shots per turn?
Increase AA effectiveness on land units?
Increase max AA level of units?
Increase effectiveness of AA on units next to an AA unit? (Thus one probably not possible).
Other ideas, that are possible but may have unintended consequences:
Increase AA force pool limits
Decrease cost of AA and/or AA upgrades.
I know TRP allows for AA to shoot 2 hexes, but with the allowance of draining off AA fire it limits how otherwise this would be really good.
Increase AA effectiveness on land units?
Increase max AA level of units?
Increase effectiveness of AA on units next to an AA unit? (Thus one probably not possible).
Other ideas, that are possible but may have unintended consequences:
Increase AA force pool limits
Decrease cost of AA and/or AA upgrades.
I know TRP allows for AA to shoot 2 hexes, but with the allowance of draining off AA fire it limits how otherwise this would be really good.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Is this already implemented in this mod?
With ground attack weapons at level 1, I see the following fround attack values:
- Medium bomber: 1
- Tactical bomber: 2
Is this normal if the tech gives a +0.5 for each level?
With ground attack weapons at level 1, I see the following fround attack values:
- Medium bomber: 1
- Tactical bomber: 2
Is this normal if the tech gives a +0.5 for each level?
AKA Belgavox