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653H Mod
Posted: Fri Dec 02, 2016 11:06 am
by sPzAbt653
653H Mod
https://www.dropbox.com/s/gsbh4rxvotqlh ... H.zip?dl=0
This Mod uses the 1939 Campaign as a base. All Orders of Battle have
been adjusted to represent historical units. Most units represent corps,
but there are other sizes.
Research and Upgrade categories have been combined and reduced for
simplicity. For example, Researching 'Infantry' will allow upgrades
in Combat, Anti-Tank and Air Defense for Infantry type units.
Combat has been scaled down to reduce casualties [slightly].
Most 'Double Strike' capability has been eliminated, except for
Panzer Units [as they were ineffective without it].
Specific Unit Categories have been added [SS Panzer, Soviet Tank
Army, etc.].
Naval Units represent Task Forces and Battle Groups, but still retain
their Capital Ship names [it's nicer that way]. There are few
Cruisers or Destroyers, except for some specific cases.
Graphical Changes include Towns and Cities, Resource - Mines and
Oilfields, Railroads and Fortifications [as seen below].
Customized some NATO Icons [3D icons are unchanged].
Changes/Additions for v1.1 [posted Feb. 14, 2017]
Changed 'Franco Swings Towards The Axis On The Fall Of France' from 20-25% to 15-20%.
New unit builds for the USA are delayed until September 1940.
Added an Axis Naval Loop from the Red Sea to the Gulf of Oman.
Increased Naval Spotting Ranges from 2 to 6 for all Capital Ship units.
Free France added as a Minor Country of the USA.
Improved map text visibility [maybe].
The Decision to entice Spain to join the Axis is also dependant on the Axis having a beachhead in England [3 units within 3 hexes of London].
If Arkhangel and Murmansk are Axis captured, Pacific Lend-Lease is increased.

RE: 653H Mod
Posted: Fri Dec 02, 2016 11:07 am
by sPzAbt653
After unzipping, install the files in the directory seen below [W7 pictured].
EDIT:
IMPORTANT! This may look odd to some, but this is the way the game is designed to read User Made Campaigns and Mods. So after unzipping, drag and drop or copy/paste the 653H folder and 653H.cgn file into the directory just as you see it below. From the developer:
No need to backup the old bitmaps folders or graphics files and overwrite them anywhere else as the mod understands to only load its own files.

RE: 653H Mod
Posted: Fri Dec 02, 2016 11:08 am
by sPzAbt653
On the start up screen you should see 'v1.0' here:
Edit: 'v1.1' as of Feb. 14, 2017

RE: 653H Mod
Posted: Fri Dec 02, 2016 11:10 am
by Daniele
Hi!
Great work with the Mod! May I suggest you to post it in the "Scenario Design and Modding" Section of the forum? So we can keep united every stuff related.
Thanks again!
RE: 653H Mod
Posted: Fri Dec 02, 2016 12:12 pm
by Ohf
Hello ! I just downloaded it and will start a campaign soon, I'm quite curious to see how it plays.
RE: 653H Mod
Posted: Fri Dec 02, 2016 12:18 pm
by Ohf
Ok I have my first question ; how does it play when the Soviet has its 125 corps + 40 guard corps on the map ? Frontline is continuous ?
Also : would you recommend playing Axis or Allies (or both) on your mod ?
RE: 653H Mod
Posted: Fri Dec 02, 2016 12:29 pm
by ILCK
Curious about the design decision and how it plays differently.
Why reduce units to corps?
Reduction in damage seems to really negatively affect the Axis since it means fewer dead units (especially since Mech wont double strike)and thus allows the allied MPP edge to really be magnified.
When you combine research like that does each tier take longer (is it the sum of all the sub-groups research unlocks or still just the total "Infantry Warfare cost)
RE: 653H Mod
Posted: Fri Dec 02, 2016 12:42 pm
by Goodmongo
While I commend you for doing the work this is not for me. I tried it and my opinion is that sometimes more is actually less.
RE: 653H Mod
Posted: Fri Dec 02, 2016 1:25 pm
by Ohf
ORIGINAL: Goodmongo
While I commend you for doing the work this is not for me. I tried it and my opinion is that sometimes more is actually less.
Germany started to invade France in may 1940, and can't get a nice breakthrough (its september now). I think I agree with goodmongo : your mod has a greater accuracy in OOBs, but at the same time you loose the elegance of the base version. I can already double-fill in depth my frontline in France, I'm really afraid of what it would look like on the Eastern Front. I already got the event saying that I would get 40 mech corps for the Soviet. In total thats a loooot of counters. But I admire the work you put into it !
Edit : the Western Front feels a lot like WWI right now. The AI is munching slowly through my line, but there's no tanks breakthrough or massive encirclements happening. I'm drowning in MPPs with the UK and send a mech corps each turn to France. I can reinforce everybody without a problem, France included.
RE: 653H Mod
Posted: Fri Dec 02, 2016 2:26 pm
by Hartmann
I think I'll try the mod, but wait a bit for a later version. HOWEVER I NEED THOSE SEXY AIRPLANE COUNTERS ASAP! [:D]
RE: 653H Mod
Posted: Fri Dec 02, 2016 3:26 pm
by steelwarrior
Love the idea of more units, but should double attacks and damage not be increased so the AXIS can breakthrough and encircle? Will try soon ;-D
RE: 653H Mod
Posted: Fri Dec 02, 2016 3:52 pm
by DaBoost
Cheers. Will give it a go as soon as I'm done with my current campaign.
RE: 653H Mod
Posted: Fri Dec 02, 2016 4:53 pm
by sPzAbt653
how does it play when the Soviet has its 125 corps + 40 guard corps on the map ? Frontline is continuous ?
I think it plays great [;)] Frontline is continuous, two corps deep in some places.
would you recommend playing Axis or Allies (or both) on your mod ?
I play both, alternating games, and have equal fun, which is weird because in other games I find the Allies boring.
RE: 653H Mod
Posted: Fri Dec 02, 2016 4:57 pm
by sPzAbt653
Why reduce units to corps?
Seems like a proper unit size for the map scale.
When you combine research like that does each tier take longer
No.
RE: 653H Mod
Posted: Fri Dec 02, 2016 5:00 pm
by sPzAbt653
I can already double-fill in depth my frontline in France, I'm really afraid of what it would look like on the Eastern Front. I already got the event saying that I would get 40 mech corps for the Soviet. In total thats a loooot of counters. But I admire the work you put into it !
I don't understand these comments at all, they have nothing to do with 653H.
RE: 653H Mod
Posted: Fri Dec 02, 2016 5:02 pm
by sPzAbt653
I NEED THOSE SEXY AIRPLANE COUNTERS ASAP!
Maybe I'll make a tutorial on how to grab them from the 653H files. I'll think about it.
RE: 653H Mod
Posted: Fri Dec 02, 2016 5:04 pm
by sPzAbt653
but should double attacks and damage not be increased so the AXIS can breakthrough and encircle?
Breakthrough's and encirclement's aren't a feature of the stock campaign, either. I've been pondering how to do this, but it's complicated and may not be attainable with this game system.
RE: 653H Mod
Posted: Fri Dec 02, 2016 5:18 pm
by Ohf
Breakthrough's and encirclement's aren't a feature of the stock campaign, either. I've been pondering how to do this, but it's complicated and may not be attainable with this game system.
Really ? I feel like it happens fairly often, especially in the southern russian front.
RE: 653H Mod
Posted: Fri Dec 02, 2016 5:51 pm
by sPzAbt653
Love to see a screenshot.
RE: 653H Mod
Posted: Fri Dec 02, 2016 6:13 pm
by steelwarrior
There are still two Italian armies left in North Africa ;-D
For breakthroughs, higher attack values, more action points and/or more units with double attack, I guess...