Alaric's Test Of Arms Mod For Commander 1.0
Alaric's Test Of Arms Mod For Commander 1.0
you can download from...
http://alaric.files-upload.com/es/34516 ... d.zip.html
changed most parameters from the game, i like and implemented a straight historical aproach, united states and russia given some war effort % from begining, can get some labs working from near the begining, stock game files backup included aside i prefer two independent installs,
hope you enjoy and all feedback will be welcomed,
with best regards,
alaric.
http://alaric.files-upload.com/es/34516 ... d.zip.html
changed most parameters from the game, i like and implemented a straight historical aproach, united states and russia given some war effort % from begining, can get some labs working from near the begining, stock game files backup included aside i prefer two independent installs,
hope you enjoy and all feedback will be welcomed,
with best regards,
alaric.
There is no plan of battle that survives the contact with the enemy.
RE: Alaric's Test Of Arms Mod For Commander 1.0
Final Update For The Main Mod, Test Of Arms, Changed Units, feedback will be welcomed but i do not have planned to make more aditions or changes before the scenario editor is available, this file is intended to be played with my mod as changes in game parameters remain as in main mod 1939.scn file.
main changes...
germany... +1 fighter +1 armor, some garrisons and some infantry changed to heavy-motor infantry
UK... mainland UK... london corps changed to hvy-motor inf, +1 armor, +1 fighter, in africa now UK starts with two less garrison replaced by +1 fighter and +1 hvy-motor infantry.
Russia... All first line changed from garrisons to infantry corps and one tank corps, barbarossa will be a bloody battle now, main intended for delay german advance towards moscow by make them to must replace initial losses.
donwload link... http://alaric.files-upload.com/es/35425 ... B.zip.html
it is a complete different scenario, not tested with latest changes, however in "main strenght" the allies are much more reinforced, aside that germany with his initial army can handle more and more fast invasions in early game now,
hope you enjoy if decide to play it,
with regards,
alaric. (aka... Murat30)

main changes...
germany... +1 fighter +1 armor, some garrisons and some infantry changed to heavy-motor infantry
UK... mainland UK... london corps changed to hvy-motor inf, +1 armor, +1 fighter, in africa now UK starts with two less garrison replaced by +1 fighter and +1 hvy-motor infantry.
Russia... All first line changed from garrisons to infantry corps and one tank corps, barbarossa will be a bloody battle now, main intended for delay german advance towards moscow by make them to must replace initial losses.
donwload link... http://alaric.files-upload.com/es/35425 ... B.zip.html
it is a complete different scenario, not tested with latest changes, however in "main strenght" the allies are much more reinforced, aside that germany with his initial army can handle more and more fast invasions in early game now,
hope you enjoy if decide to play it,
with regards,
alaric. (aka... Murat30)

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There is no plan of battle that survives the contact with the enemy.
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RE: Alaric's Test Of Arms Mod For Commander 1.0
interesting, but I think I got the first verison of the 39 verison
but it may be a little tooo much
Oct of 1940 and I had 13 Labs are the GE and I still couldn't keep up with the English for tech
opening round of the Eastern front was fun, killed 1,200,000, and the Russian still have 111 Corps, 9 Tanks and 9 Planes, trouble is, we about the same tech level, so his 3 to 1 odds, are going to be a little ruff
but it may be a little tooo much
Oct of 1940 and I had 13 Labs are the GE and I still couldn't keep up with the English for tech
opening round of the Eastern front was fun, killed 1,200,000, and the Russian still have 111 Corps, 9 Tanks and 9 Planes, trouble is, we about the same tech level, so his 3 to 1 odds, are going to be a little ruff

RE: Alaric's Test Of Arms Mod For Commander 1.0
Murat30:
Sounds like you're on the right track.
Yes, it's best to wait for the editor due out at the end of week for any more tweaks to the game.
However, it sounds like the UK and USSR tech should be dropped a bit; and perhaps replacing only every SECOND Soviet front line garrison to corps.
Sounds like you're on the right track.
Yes, it's best to wait for the editor due out at the end of week for any more tweaks to the game.
However, it sounds like the UK and USSR tech should be dropped a bit; and perhaps replacing only every SECOND Soviet front line garrison to corps.
Drinking a cool brew; thinking about playing my next wargame....
RE: Alaric's Test Of Arms Mod For Commander 1.0
thanks you both for the feedback, i will take it in mind for new changes, i have planned to playtest in solitaire play at hotseat and see what happens, before the russian front re-setup/deploy in previous plays i find the german army overrun the garrison line in one or two turns, germany from start can have up to 15 labs, i think, an russia from start only have three, i played with random research active, with time scale at 15 days most of the games my germans start barbarossa above tech from the russians usually, well, if not, however, much above, all this in balanced games, handicap setting can change all this said very much, anyway thanks for the feedback, i will test the scenario and take in mind to arrange yours plays,
with regards,
alaric.
with regards,
alaric.
There is no plan of battle that survives the contact with the enemy.
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RE: Alaric's Test Of Arms Mod For Commander 1.0
in June of 41, I think I have 15 labs as the GE, I thought my Tanks were level 10 and my Inf level 7, the Russian Tanks were level 7 and the Inf level 5 (I not seen his Air yet)
in the West, the GB Air is level 11 (Bomber at 12) while my fighters are at level 8 (I had to do alot of labs for Air, I was way behind for a long time)
what is scary is the tech level of the Russian, while also haveing 129 Inf Corps, 9 Armor and 9 Air
which just in case, I had the 2nd 39 Verison, just didn't get it loaded to the right place, so my first run was with the beginning 39 one you included
in the West, the GB Air is level 11 (Bomber at 12) while my fighters are at level 8 (I had to do alot of labs for Air, I was way behind for a long time)
what is scary is the tech level of the Russian, while also haveing 129 Inf Corps, 9 Armor and 9 Air
which just in case, I had the 2nd 39 Verison, just didn't get it loaded to the right place, so my first run was with the beginning 39 one you included

RE: Alaric's Test Of Arms Mod For Commander 1.0
greetings, the change on the second 1939.scn file is only the Order OF Battle, all other parameters remain as in first .scn file, russian build that you tell it is possible, but germany at 1941 can have some more tank and infantry tech, if you are playing AI economics are affected by difficulty level, allowing more labs in each difficulty level to the AI and reducing labs for the human player, i think the scenario in harder level will be a good challenge for the axis player, meanwhile against human play without handicap maybe will be balanced, in my previous playtest is easy to enhance germany infantry above level 7, with two infantry tech starting at 1, and organisation at 3 i think them start campaign at level 5, for 1941. UK start with +1 in dog fight, so, investing same as them it is hard to achieve air superiority, aside numbers, in number of fighter germany can have air superiority but not in tech, please tell me what difficulty level are you playing, it makes for different balance settings, main advantage for the axis and germany is reduced experience cost that them enhance in france and minor conquered and technology, in a game without handicap is my main intended that germany remains with overall technology advantage at least up to begining of barbarossa, decreasing from there onwards time passed, obviously, if germany and russia reach june 22 turn at same levels is not intended and russia war effort need a review somehow, glad to know some of you are playing the scenario and thank you very much for the feedback,
with best regards,
alaric.
with best regards,
alaric.
There is no plan of battle that survives the contact with the enemy.
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RE: Alaric's Test Of Arms Mod For Commander 1.0
as it was a test run, I was playing Axis on Normal
well, yes, I could have more Armor, but then I would have less Tec ?
Current Air war in the West, I have 5 fighers, the GB has 2 Fighters, 1 Tac and 1 Bomber, I have killed off 2 GB fighters
overall, I think you need to slow the Russian down, if I Were playing as the Allies, instead of building so many Inf, I would be building as many lab as allowed (it may be doing so now) (50 Tech 10 Inf, is better then 150 tech 2 inf)
(also, need to remember, got to see how the Oil and Manpower holds out, didn't want to build 20 Armor and have no fuel or men left by summer of 41)
a whole lot of 200 point Convoys headed into England
well, yes, I could have more Armor, but then I would have less Tec ?
Current Air war in the West, I have 5 fighers, the GB has 2 Fighters, 1 Tac and 1 Bomber, I have killed off 2 GB fighters
overall, I think you need to slow the Russian down, if I Were playing as the Allies, instead of building so many Inf, I would be building as many lab as allowed (it may be doing so now) (50 Tech 10 Inf, is better then 150 tech 2 inf)
(also, need to remember, got to see how the Oil and Manpower holds out, didn't want to build 20 Armor and have no fuel or men left by summer of 41)
a whole lot of 200 point Convoys headed into England

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RE: Alaric's Test Of Arms Mod For Commander 1.0
Opps my bad
looks like the GE and Russian are at the same tech level, 10 for tank, 7 for Inf and 8 for Tac Air/Fighters
the Russian just have not upgraded all of his units yet

looks like the GE and Russian are at the same tech level, 10 for tank, 7 for Inf and 8 for Tac Air/Fighters
the Russian just have not upgraded all of his units yet

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RE: Alaric's Test Of Arms Mod For Commander 1.0
sorry, that red is kind of HARD to see, but you can see some of the white units much better

RE: Alaric's Test Of Arms Mod For Commander 1.0
greetings, in normal setting AI player too receive bonus, i do not still playtest the scenario solitaire as have inteded to do from today onwards, but have tested start a game at hotseat, germany at start have for 17 labs, meanwhile, italy UK and france follow down for 10 labs, United States and russia start down for 3 labs each, each 4/6 turns they receive two labs as war effort increases four times in each year, i was thinking about two possible ways to solve the problem, first can be assign to germany some industrial points from start for have a stronger army or invest in more labs, the other can be reduce the cost of the labs, is easy anyway with it to reach three labs limit but for 17 labs with 10 pp increases you need much production, in previous games i do make an army of 20 panzer and near 20 air to match the royal air force of UK and have advantage at russian front, germany start with 4 panzers, it is easy to have around 12 for barbarossa, with commanders and i do think if reduce at start war effort for russia them will do not be able to put a good fight as AI, in the other hand a human vs human play can be biased toward allied victory, about normal setting, i think germany start at lab level for 13 labs or 15 but not 17, 17 is not easy on pp to reach, too against AI not only give bonus to the AI player but give penalties economics to the human player, less pp, i will playtest it and if needed make some changes as said, 1- reduce war effort for russia at start to 10/0 %, and/or 2 - some fixed production above 60, around 200 or 300 for germany, and/or 3- reduce lab price increases(this can make advantage for the player with most lab capability, germany, that is) let me know what think about these possible changes, please,
Thanks You Very Much for the feedback,
with best regards,
alaric
Thanks You Very Much for the feedback,
with best regards,
alaric
There is no plan of battle that survives the contact with the enemy.
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RE: Alaric's Test Of Arms Mod For Commander 1.0
started up a 2nd game with the right OOB this time 
two big hassles for Russia (game side) you can not upgrade units as they are not at war and you can not place Commanders until you are at war either
the Axis AI moves fast !
May 8th 1941, the war starts, I had 62 Inf, 16 Armor and 7 Air, the GE had 54 Inf, 11 Armor and 9 Air
one trick I am using is to not buy units until I get a tech upgrade, as you can upgrade them on the map and when the war starts, you not really going to be able to spend much time upgradeing, it helps to be as far along as you can be
to draw off attention on the East, the English landed and took Charborg and then Paris just before the war in the East started (don't think the Axis noticed)
(don't think anything can stand up to English Airpower right now)
how much manpower do the Axis get ?, I see GE is now at 1200 + and maxed out on Oil

two big hassles for Russia (game side) you can not upgrade units as they are not at war and you can not place Commanders until you are at war either
the Axis AI moves fast !
May 8th 1941, the war starts, I had 62 Inf, 16 Armor and 7 Air, the GE had 54 Inf, 11 Armor and 9 Air
one trick I am using is to not buy units until I get a tech upgrade, as you can upgrade them on the map and when the war starts, you not really going to be able to spend much time upgradeing, it helps to be as far along as you can be
to draw off attention on the East, the English landed and took Charborg and then Paris just before the war in the East started (don't think the Axis noticed)
(don't think anything can stand up to English Airpower right now)
how much manpower do the Axis get ?, I see GE is now at 1200 + and maxed out on Oil

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RE: Alaric's Test Of Arms Mod For Commander 1.0
germany manpower is set at start at 980 for 100% and on start setup too on 980 main level, an axis player that take norway, denmark, sweden, spain, yugoslavia and greece, at his production rate will start to have problems onwards mid 1942 roughly around, however AI get bonus to this base manpower and do not usually invade major part of europe, good advice by you about the trick of first achieve upgrades with russia and then buy the units, usually it is my doctrine too, only i think it have a problem, that is the deployment limit, for one unit each city, each turn and for 6 unit in capital cities, so, this given do not can wait until may 41 to buy all infantry as possibly cannot deploy it all in one turn, german panzers with the bonus that have the AI can be more dangerous, usually take some effort to destroy them, in my mod the german army at may/june 41 have more experience as i reduce the cost to gain experience bonus, with commanders and a human player there can be some powerfull panzer units, UK and united states is hard to them to balance for german tech and main power, but UK and united states do not need this to make a second front and is this what defeat the germans at the end, a war in two fronts, initiative usually changes from december 41 onwards to the allied side if all goes fine, i think if i make changes it can make a weakened russian AI player, hope you enjoy playing the scenario, thanks for the feedback,
with best regards,
alaric.
with best regards,
alaric.
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RE: Alaric's Test Of Arms Mod For Commander 1.0
I see a pattern in how the AI attacks in Russia, each game as Allies, it has done the same thing, it pushing to the north, and leaves the south weak, and the Russian is able to drive either south or middle and make a mess
for the mod, it is going good, the Russians are getting pounded (2,500,000 losses so far the first year (and it is only Aug)) come on winter
but, the West is screwy, but one GE Armor took out 2 Allied Armor in one attack each !!!! (think that is a AI thing, I never see it on my side)
I think GE manpower may be set a little too high, it is Aug of 41 and they have lost 2,100,000 men, and there Man power is still in the 1100s (what is odd, I see the AI seems to be leave units out to dry, while building new ones instead (IE, it is leaveing all the damaged units in combat, while building new ones instead)
I may of made a mistake in player, I bought all the SU Commanders, they are worthless, all they do is go on R@R (I could of had around 8 Armor Corps instead)
fun mod
duh may help to add the picture

for the mod, it is going good, the Russians are getting pounded (2,500,000 losses so far the first year (and it is only Aug)) come on winter
but, the West is screwy, but one GE Armor took out 2 Allied Armor in one attack each !!!! (think that is a AI thing, I never see it on my side)
I think GE manpower may be set a little too high, it is Aug of 41 and they have lost 2,100,000 men, and there Man power is still in the 1100s (what is odd, I see the AI seems to be leave units out to dry, while building new ones instead (IE, it is leaveing all the damaged units in combat, while building new ones instead)
I may of made a mistake in player, I bought all the SU Commanders, they are worthless, all they do is go on R@R (I could of had around 8 Armor Corps instead)
fun mod
duh may help to add the picture

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RE: Alaric's Test Of Arms Mod For Commander 1.0
what is neat in this one, the AI had placed a lot of units into Albania, and once there and the war in the East started, it has been marching them out (Slowly)
but it does have the effect, I can't run wild in the south, I have to keep some sort of line set up (it has 2 Armor and a few Motorized down there)
which the last I looked, it also had two or three Armor in the Boot of It, but these may be the ones showing up in France, I didn't go back to look
but it does have the effect, I can't run wild in the south, I have to keep some sort of line set up (it has 2 Armor and a few Motorized down there)
which the last I looked, it also had two or three Armor in the Boot of It, but these may be the ones showing up in France, I didn't go back to look

RE: Alaric's Test Of Arms Mod For Commander 1.0
Two problems with the AI are clearly evident:
1) The Axis AI needs to learn how to respond to threats coming from southern Russia; AND
2) The Axis AI needs to respond to threats coming from invasion of France.
Much of this can be solved through:
a) IF city X is taken by Allies, THEN Axis will generate X number of units in hexes XXXXXX to counter.
b) Axis AI should leave X number of units in southern Russia and in France to garrison it.
1) The Axis AI needs to learn how to respond to threats coming from southern Russia; AND
2) The Axis AI needs to respond to threats coming from invasion of France.
Much of this can be solved through:
a) IF city X is taken by Allies, THEN Axis will generate X number of units in hexes XXXXXX to counter.
b) Axis AI should leave X number of units in southern Russia and in France to garrison it.
Drinking a cool brew; thinking about playing my next wargame....
RE: Alaric's Test Of Arms Mod For Commander 1.0
It also looks like the Russian winter should be more severe for the Axis. This can be easily modified in the general script.
Drinking a cool brew; thinking about playing my next wargame....
RE: Alaric's Test Of Arms Mod For Commander 1.0
Here is an example from SC2 of what a game editor looks like and how it can alter/improve/modify a game.
Notice how EVERY country can be EASILY tweaked using dozens of parameters. Users should be able to tweak Commander in many of the same ways. With a similar editor it wouldn't be difficult to create HARD campaigns in Commander.

Notice how EVERY country can be EASILY tweaked using dozens of parameters. Users should be able to tweak Commander in many of the same ways. With a similar editor it wouldn't be difficult to create HARD campaigns in Commander.

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Drinking a cool brew; thinking about playing my next wargame....
RE: Alaric's Test Of Arms Mod For Commander 1.0
Nice going on the mod. But I have played into Sept 41 as the allies with moderate advantage to the axis. Russia and the allies are too powerful. Close to 90 corps and 12 armor plus 7 motorized. Way too stong for Germany too handle so early.
Will try on max advantage for axis next.
Will try on max advantage for axis next.
My life is complete. 1000 Matrix posts.....
RE: Alaric's Test Of Arms Mod For Commander 1.0
greetings, the main objective on the alternate final version of the order of battle is to make higher the cost to shatter first russian defense for an axis player, an axis player aside russia reinforced for sure will destroy all front units in some turns, but making them corps instead of garrisons will make to axis to take more casualties and make the way to moscow one or two turns delay to replenish damaged units, in adding i was wanting to give to allied player some freedom for the united states and russia to build up forces and labs from the begining, france is more easy to conquer in the mod than in the default scenario and ocuppational efficiency (more favor to germany) of conquered countries have been enhanced from 50% to 100%, maybe axis advantages are not that at view but the allowing to conquer more countries more fast is a great advantage, problem is that the AI opponent do not invade most of the countries than an human axis player will try to invade, so, his production is lesser, much lesser, anyway thanks you very much for the feedback, glad to see people playing my mod.
with best regards,
murat30/alaric.
with best regards,
murat30/alaric.
There is no plan of battle that survives the contact with the enemy.

