653N Mod

Please post here for questions and discussion about modding for Strategic Command.
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JagdFlanker
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RE: 653N Mod

Post by JagdFlanker »

ok, i see - there's no scripts for 'N' so it can't be played? any way to copy just the scripts from 'H' to 'N' to fill in for now? i'v got a copy of 'H' i can steal from
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Delete 'N' and re-dl it from the link in Post #1.
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JagdFlanker
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RE: 653N Mod

Post by JagdFlanker »

perfect, it worked - phew!

thanks again!
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

One of the 'AI Helpers' that was added was an event to replace the DAK in Afrika if it is destroyed there [the AI would always replace a destroyed DAK, but would never send it back to Afrika]. I just played a full game and this event worked poorly, putting TWO DAK's in Libya EVERY turn no matter what the situation was. My bad, lol.
Some adjustments have been made and a new version is posted, but for prior versions and in case the adjustments fail to produce acceptable results, if you see this happen you can navigate to the in-game options screen seen below and uncheck the highlighted Event on Page 4 of the Unit Scripts.

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Curial
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RE: 653N Mod

Post by Curial »

I'm playing with the mod 653H which is very interesting for land operations.
BUT for maritime operations, I find it less interesting than the Vanilla version.
Playing on the Axis and having arrived in the year 1943, my submarines in the Atlantic did not have a single loss ... They are nevertheless positioned on the convoy roads.
The destroyers are missing and the submarine warfare and ASW is not well done.
Does mod 653N correct this?
If so, can we continue the campaign with this new mod?
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Sorry but H and N are two different worlds so you can't switch in mid-game. The Naval Model for N is totally different from the stock version. See the Notes contained in the zip file for details.
Arthurius
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RE: 653N Mod

Post by Arthurius »

Hi sPzAbt653. Any chance for update to SCW 1.6 in near future?
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

I don't see anything happening right now.
marklv
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RE: 653N Mod

Post by marklv »

I downloaded from Dropbox, extracted everything in the correct Campaigns folder, but when I try to open the .cgn file in the editor it comes up with a little box stating 'file read error'. Why?? I'm running the latest version of the game, v1.16.02.


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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Yeah I apologize about that, I should fix it. Hubert explains it all here, in Post #3:
tm.asp?m=4639101

I've been discouraged by file changes and version changes and having to go thru extra work, here and in my other favorite [TOAW]. It is my responsibility though, I'll have to get myself motivated one day.
marklv
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RE: 653N Mod

Post by marklv »

I've just used the conversion tool and now I can open the .cgn file in the editor but it doesn't appear on the list of scenarios when I try to play it.
ReinerAllen
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RE: 653N Mod

Post by ReinerAllen »

What's the reasoning behind the German PB's being so strong? One PB unit in the Irish sea did some serious damage to 2 BBs and 2 CVs.
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steevodeevo
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RE: 653N Mod

Post by steevodeevo »

Is there a summary somewhere in regards to what the 653[X] series of mods is all about? Im intrigued but can;t seem to find what the basis of the mod is what it tries to achieve and how it differs from vanilla etc.

Thanks
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steevodeevo
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RE: 653N Mod

Post by steevodeevo »

Grr! i just can't get this mod to appear. I've unpacked it several ways, in the end, step by step manually to my Desktop into a temp folder to ensure it has unpacked correctly.
I have deleted the old 'H' version (to see if that was interfering), I have copied the 'N' files to 'Documents ../My Games / Strategic Command /.. War in Europe', also after this didn't work I copied the files to 'Campaigns' in my SCII Steam library and after this also failed to show up, finally into the Community Pack .. /Campaigns folder. Nope..


All I have achieved is losing access to the 653H mod, which I may have to get round to re-installing eventually.

Other mods show up fine.

[&:]
ReinerAllen
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RE: 653N Mod

Post by ReinerAllen »

It should be automatically installed through the Community Pack.
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steevodeevo
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RE: 653N Mod

Post by steevodeevo »

ORIGINAL: ReinerAllen

It should be automatically installed through the Community Pack.
I've re-instated the 'H' mod from the community pack, but still unable to get the 'N' mod to appear via manual download and install, as described above.
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

ORIGINAL: ReinerAllen
What's the reasoning behind the German PB's being so strong? One PB unit in the Irish sea did some serious damage to 2 BBs and 2 CVs.
Then that's not 653N [:)]
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

ORIGINAL: steevodeevo
Is there a summary somewhere in regards to what the 653[X] series of mods is all about? Im intrigued but can;t seem to find what the basis of the mod is what it tries to achieve and how it differs from vanilla etc.

Thanks
Start here: tm.asp?m=4192223

Then go to post #1 of this thread. Also see the '653ModDNotes' doc included in the zip file.
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Grr! i just can't get this mod to appear.
See post #170 above.
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

I have updated the link in Post #1 but even with help I am still not getting it all working properly. I think this mod might only open in the World at War version. I think it doesn't work in War in Europe anymore.
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