Alaric Test Of Arms Mod Upgraded To 1.02.

Commander – Europe at War Gold is the first in a series of high level turn based strategy games. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre.
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alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

Alaric Test Of Arms Mod Upgraded To 1.02.

Post by alaric318 »

Alaric Test Of Arms Mod For Commander 1.02
Download link... http://rapidshare.com/files/45496956/Te ... r_1.02.rar

Alternate Updated Download site at file upload.com...
http://alaric.files-upload.com/es/41609 ... 2.rar.html


Changes On Test Of Arms Mod.-

Command Range to 5, from 8

reduce Commander ratings for make them more cheap and can each player have more
freedom to recruit more commanders.

efficiency drop reduced to 10 from 20 for upgrade units, it is a pain for a
russian player to upgrade units on the frontline.

naval convoy rates is 3, from 4 turns by default.

occupational efficiency is 100%, this give a reason to axis player to conquer
countries that at 50% are much less valuable objectives, and balance the
increased convoy rate and allied overall production.

united states and russia start with some war effort, i was wanting to give them
some freedom from the begining of the game.

Technology very changed, activated "fixed defenses 6", "artillery 6" &
"industry 6", at industry 3 the bonus is double than each level, so in level 6.
(explanation... germany start at industry 3 and all other major nations start at 2,
with the bonus from level 3 germany will have advantage for some time that with
allied research will be reduced in proportion.)

italy and commonwealth units in egipt restrengthened for give relevance to this
theater of operations.

all first line of defense of russia now are corps instead of garrisons, given the
production rules in the scenario the first russian line are going to be crushed hard
but corps cause more casualties to germany units and this will maybe delay the assault
over moscow.

motor infantry remake as heavy infantry, +1 attack and +1 defense over regular infantry.
(regular inf is 4/3 attack defense, hvy inf. is 5/4 and tanks is 7/5)
balanced the technology system to make high advanced tech units of same types have
proportional to at start stats, in example, near all infantry advances affect both
heavy motor units and regular infantry units.

heavy motor units, in plays against the computer opponent gives the german player a
good way to have good assault units for russia and do not spend excess oil with tanks.

time scale reduced to 15 days turns, not make any balance about it, just was wanting
to have more turns overall in the game before united states and russia enter the war
at full strengh.

time is the worst enemy for the axis, given the convoy rate, axis start in overall
dominant situation in every facet, units, tech, etc, that will decrease advantage as time
pass onwards.

as production have been increased there are to be more units, so it is needed, a must, to
reduce oil cost and manpower cost, set manpower for germany at 1100 (120%) thinking about
games against the computer opponent that in high levels for germany is a pain from 1942
onwards.

aircraft is expensive but powerfull, one air unit cost three times that an regular infantry
unit but high tech advanced aircraft will be much dangerous.

the same for the fighters, receive some bonuses on air to air ratings, to encourage the use
of scort fighters, alone tac bombers or strategic bombers against high tech fighters will have
a hard day, as playtest by me as shown.

hope you enjoy the mod, this game is great, i encourage strongly to make a second duplicate
install for the mod, and you have to select the scenario from the main select screen,
but i included a backup of the stock 1.02 files that think are ok.

contact mail... marhault888@hotmail.com
There is no plan of battle that survives the contact with the enemy.
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targul
Posts: 449
Joined: Wed Aug 25, 2004 6:52 am

RE: Alaric Test Of Arms Mod Upgraded To 1.02.

Post by targul »

Checking out a mod right now.  When I am done I will try and take a look at yours.
 
I like the idea of Heavy infantry vs Motorized but that was not true for the Allied side how did you handle them?
 
Jim

Cant we just get along.
Hell no I want to kill something!

1st Cav Div 66-69 5th Special Forces 70-73
alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

RE: Alaric Test Of Arms Mod Upgraded To 1.02.

Post by alaric318 »

greetings, it is not possible to make differences on unit stats for each side, so, we must handle it with the technology tree assignment, about hvy infantry once axis start to conquer europe with his powerfull at start army the increased production will lead to more hvy infantry german units, i have test it and was planning to give germans "artillery (2)" and "fixed defenses (2)", instead of the actual 1/1 on these tech, setting them at two make the france campaign a cakewalk, On The Other Hand, a determined allied player have some powerfull united kingdom units to stop the germans in france, france start at 0 in fixed defenses and artillery, meanwhile united kingdom and germany start at 1, level 1 only gives quality bonus and shock bonus, it is at level two when artillery and fixed defenses gives +1 ground attack/defense, a strategy by german player to elude the powerfull british army can be invade some other minors, yugoslavia, scandinavia with norway and sweden and then go against france, possibly with italian reinforcements, germany for now, in multiplayer produce itself as france and britain togheter, around 70 points each faction, with superior, Far superior tanks that is what can determine the difference in the battle for france, as historically, the most difficult thing about balance is to make a scenario balanced for single player and balanced for multiplayer, i think my scenario between human players have a light advantage for the human player in the allied faction, but that is historic, i can argue, hope you have a nice and fun time playing the scenario and glad if you give feedback about it, thanks in advance,

with best regards,

murat30/alaric.
There is no plan of battle that survives the contact with the enemy.
Romulus68
Posts: 19
Joined: Wed Aug 02, 2006 5:09 pm
Location: West Virginia, USA
Contact:

RE: Alaric Test Of Arms Mod Upgraded To 1.02.

Post by Romulus68 »

all first line of defense of russia now are corps instead of garrisons, given the
production rules in the scenario the first russian line are going to be crushed hard
but corps cause more casualties to germany units and this will maybe delay the assault
over moscow.
 
Historcially the Germans rolled over the Russians while taking VERY minimal losses.  The Blitzkreig was powerful and the Germans pushed to Lenigrad, Outside Moscow and Stalingrad in a VERY short time period.  The Russian losses were horrendous with German kill ratios near 20:1 or some ridiculous number.
 
These need moved back to garrison units.
Romulus68
Posts: 19
Joined: Wed Aug 02, 2006 5:09 pm
Location: West Virginia, USA
Contact:

RE: Alaric Test Of Arms Mod Upgraded To 1.02.

Post by Romulus68 »

united states and russia start with some war effort, i was wanting to give them
some freedom from the begining of the game.

Freedom at the start for these two translates into to being powerful in the mid-game when they should be powerful in the late game.  Again, historically the Russians were using junk as weapons and poorly trained/motivated units (commisars with machine guns behind them).  The USA had to pass several war appropiation bills in Congress to start any resemblance of a military build up. 

My thoughts on this: Russia is about building units and plugging holes in the line and throwing troops at the Germans until the Germans can't focus on the Eastern front due to the pressure on the Western front.    USA just gets in the war and builds up at a tremdous rate middle to late game. Like you said its about time for the Axis and if you give Russia/USA too much too early the Axis will not have any time.
alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

RE: Alaric Test Of Arms Mod Upgraded To 1.02.

Post by alaric318 »

new download server posted for these interested that have trouble with initial download link,
 
regards,
 
alaric.
There is no plan of battle that survives the contact with the enemy.
User avatar
IrishGuards
Posts: 527
Joined: Thu Dec 07, 2006 6:49 pm

RE: Alaric Test Of Arms Mod Upgraded To 1.02.

Post by IrishGuards »

PBEM ... Anybody want to try this Mod as Allies ..[&:]
Looks OK ...
IDG
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