
653N Mod
RE: 653N Mod
Been trying out your mod, but found a crash. When I am in the convoy map, if I click on the US button, the game generates an error messages and then crashes.


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- 653N mod error 1.jpg (674.21 KiB) Viewed 417 times
RE: 653N Mod
Hello PJL1973 - I have also noticed this crash and it was reported back in post #78. I think Hubert needs to take a look at it if he gets time, in order to help me out if there is something I need to do in the mod to get it to work properly. In the meantime, it is still playable but to avoid the crash you can't click on either of those two convoys until they are active.
Edit: Can confirm that this crash still occurs with v1.11. Not sure about the concerns with the guard scripts mentioned in post #72 [it would take some game play to find out].
Edit: Can confirm that this crash still occurs with v1.11. Not sure about the concerns with the guard scripts mentioned in post #72 [it would take some game play to find out].
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
RE: 653N Mod
Have you updated the convoy scripts based on the most up to date version of the game? For some reason the USA button does not appear in the convoy map until the lend lease event fires which I wonder could be the culprit here?
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
RE: 653N Mod
The 653N convoys are different from the stock campaigns, see post #62 on the previous page. So the latest updates don't apply here.
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
RE: 653N Mod
They may be different but there some changes to the game engine that forced the developed to update the scripts I think. Though I don't know what.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
RE: 653N Mod
I think that doing a Sealion is fairly easy, I guess due to the reduced number of naval units, but a human player could do a better job of
blocking any port that the Germans might capture [the UK does have a few subs and destroyers]. I've been playing with a rule that restricts
amphibious assaults to Infantry units [no Armor or HQ units can use Amphibious Transports unless landing at a friendly port]. I thought I
would mention this in case others might want to adopt it. It really only affects the Germans because the WAllies don't have any pure Armor
units [they are organized into Mech Corps]. It seems like a fair rule as nobody except the USA really had the ability to produce everything needed to land and support heavy equipment, especially tanks.
In this shot the two Infantry Corps that made the initial assault barely survived, but with a port captured the Germans are able to now move Armor and HQ's into the beachhead.

blocking any port that the Germans might capture [the UK does have a few subs and destroyers]. I've been playing with a rule that restricts
amphibious assaults to Infantry units [no Armor or HQ units can use Amphibious Transports unless landing at a friendly port]. I thought I
would mention this in case others might want to adopt it. It really only affects the Germans because the WAllies don't have any pure Armor
units [they are organized into Mech Corps]. It seems like a fair rule as nobody except the USA really had the ability to produce everything needed to land and support heavy equipment, especially tanks.
In this shot the two Infantry Corps that made the initial assault barely survived, but with a port captured the Germans are able to now move Armor and HQ's into the beachhead.

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- 653H40.jpg (169.52 KiB) Viewed 417 times
RE: 653N Mod
Do you play this mod with soft build limits? I did that twice as the Allies, and was defeated by the AXIS AI twice. The AXIS AI is not hesitant to go beyond build limits, was my impression. I don't really know how many armored units the AXIS can build in the mod, but it seemed that the AI had more than historical by '43, '44.
I'm not criticizing the mod, just wondering how you play it, as you focus on historical OOBs. I realize that by choosing the option 'soft limits' I'm opening myself up to possible trouble. Perhaps for this mod I should try hard limits.
Re: Sealion, and the British defense thereof - I quickly lost the only destroyer I ever had playing the Allies (destroyers for bases deal). First time I attempted to use it to protect a convoy hex, the AI hit it with a couple of subs and destroyed it in one turn. Have you considered making it a bit easier to get destroyers for the Allies?
I'm not criticizing the mod, just wondering how you play it, as you focus on historical OOBs. I realize that by choosing the option 'soft limits' I'm opening myself up to possible trouble. Perhaps for this mod I should try hard limits.
Re: Sealion, and the British defense thereof - I quickly lost the only destroyer I ever had playing the Allies (destroyers for bases deal). First time I attempted to use it to protect a convoy hex, the AI hit it with a couple of subs and destroyed it in one turn. Have you considered making it a bit easier to get destroyers for the Allies?
RE: 653N Mod
I use the hard build limits.
I think the Destroyers are very easy to replace. Quick in time and cheap.
I think the Destroyers are very easy to replace. Quick in time and cheap.
RE: 653N Mod
Oh dear, the computer has zero'd in on my port facilities with its' Strats. I need more room for LW airbases to help in the defense.


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- 653N2.jpg (134.18 KiB) Viewed 417 times
RE: 653N Mod
Meanwhile, I didn't take the Vichy Option, so with the help of some panzers the Italians have taken Algiers and conquered France. I think this is usually a bad move, but I am doing things a little different this game so maybe it won't kill me so much.


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- 653N3.jpg (141.01 KiB) Viewed 419 times
RE: 653N Mod
Ok, that game ended with the Axis running all of Europe by late 1946. I switched over to the WAllies at that point and it was pretty bad for them. I only got a toehold in NW Africa before the game ended May 1947.
New v1.6 is now posted. This thread, Page 1, Post 1.
New v1.6 is now posted. This thread, Page 1, Post 1.
RE: 653N Mod
Is the 10 'free' Soviet Guards corps per year an arbitrary feature, something you found necessary for balance, or do they represent historical production that the game system was incapable of replicating?
I'm about to start a new run at this mod as the Allies - my third attempt, but the first time with a hard OOB limit.
I'm about to start a new run at this mod as the Allies - my third attempt, but the first time with a hard OOB limit.
RE: 653N Mod
I didn't want the player to have to build them, as historically they were Rifle Corps that were renamed. The current solution [10 Guards Corps arrive every January from 1942 to 1945 at the east map edge at strength 6] was the best I could come up with.
Historically the Soviets fielded 180 Rifle and Guards Corps at their zenith. In 653N there are 140 Rifle Corps and 40 Guards Rifle Corps. Note that the Guards units will become available for Build in 1942. This is to allow the player to Rebuild any that are destroyed. It isn't meant to allow the player to build in excess of those that arrive each January. Not that you would, just thought I would mention it. [:)]
Historically the Soviets fielded 180 Rifle and Guards Corps at their zenith. In 653N there are 140 Rifle Corps and 40 Guards Rifle Corps. Note that the Guards units will become available for Build in 1942. This is to allow the player to Rebuild any that are destroyed. It isn't meant to allow the player to build in excess of those that arrive each January. Not that you would, just thought I would mention it. [:)]
RE: 653N Mod
Suggestion for sPzAbt653:
Next few times you play this mod (without attempting some odd strategy, ie playing historically), either side, do a save prior to Fall Gelb and in April '41. Post those as alternate start dates for 635N.
Next few times you play this mod (without attempting some odd strategy, ie playing historically), either side, do a save prior to Fall Gelb and in April '41. Post those as alternate start dates for 635N.
RE: 653N Mod
It's a great idea, except that no adjustments can be made to a saved file. For that aspect it would be better to create a new campaign for each start date.
RE: 653N Mod
I've noticed the last couple games as I play the Axis but switch to the Allies late in the game that the USA is giving no Lend-Lease to the UK. It is not even giving the minimal 15% set in the script. I wonder if anyone can give me an idea as to what is going on, and/or if I can influence this somewhere.


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- 653N4.jpg (104.22 KiB) Viewed 419 times
RE: 653N Mod
#VARIABLE_CONDITION= 115 [2] [40] [0]
This Variable will fire anytime the US is at least 40% leaning to the Allies, but if the US is 100% [activated to the Allies], does that mean that this Variable will not fire ?
This Variable will fire anytime the US is at least 40% leaning to the Allies, but if the US is 100% [activated to the Allies], does that mean that this Variable will not fire ?
- BillRunacre
- Posts: 6514
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: 653N Mod
ORIGINAL: sPzAbt653
#VARIABLE_CONDITION= 115 [2] [40] [0]
This Variable will fire anytime the US is at least 40% leaning to the Allies, but if the US is 100% [activated to the Allies], does that mean that this Variable will not fire ?
That's right, because it's only set to fire when the USA is neutral with a 40% plus leaning.
Bill
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