Murat30 Mod (Europe 39 Enhanced) Upgraded For 1.30
Murat30 Mod (Europe 39 Enhanced) Upgraded For 1.30
greetings, i am surfing with a mod but want to do more playtest in the battle for france to see if there arises some balance issues or allies increased production drain play balance, once playtest is done i will make it public, take in mind that is under my own concept of perfection, somewhat and maybe it is not suit for all tastes, anyway i want to make a public post for the mod and show to all the changes to see what people think about the changes, all cricits, and more constructive nice critics are wellcome, here go the details on the changes, it is for 1.20, i do not know if "insert" my modded files can go to be compatible with version 1.20.01, germany, mainly have starting overall superiority, i make use of settings about land warfare changing bonus from 10% to 25% by level to make starting german army more powerfull, as time advances this will be increasing-ly reduced by the other major nations and factions achieving land doctrine warfare and with the increased production given to the allies this will lead to somewhat the overall historical outcome, so here goes the details, take in mind, anyway, that i like the "base" scenario (europe 1939) just fine but i like to add some flavour features and make possible a war between allies and russian comitern once axis powers are defeated, here goes the details...
War In Europe Changes On Version 1.20...
Archivo... /Scenarios/Europe 1939/...> Consts.txt (Document)
Bonus By Land Warfare Level... Base 10%... To 25%
("Basic" German Army is, as historically, much better in training and equipment)
Land Troops Costs Changes...
Inf Div / Inf Corp / Mot Div / Mot Corp / Arm Div / Arm Corp / Airborne
(Real Base)... [Change]...
Replacement Costs...
(10) [5] / (12.5) [6] / (15) [10] / (20) [14] / (25) [20] / (30) [25] / (25) [20]
Build Costs...
(20) [10] / (25) [12] / (30) [15] / (40) [20] / (50) [25] / (60) [35] / (150) [75]
-------
Air Units Costs Changes...(Air Div / Air Army / Strat. Bombers)
Replacement Costs...
(20) [10] / (22) [12] / (25) [25]
Build Costs...
(60) [30] / (70) [40] / (70) [40]
-------
War Economy Growth... Base (5/7)... Now Set At (10/10)
Unrest Decrease... Base (0.5)... Now Set At (5)
Cities.txt
Berlin... Production From 15 To 50.
Leningrad, Moskva, Stalingrad Production Set At 40 Each.
(increased to some point)
(Reason... Comitern can go to war with USA).
-------
Land Combat Changes...
Main Tables...
#CRT: Defender losses in land combat (% strength lost) (int);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;5;5;25;25;40;45;60
2;15;25;25;50;50;50;75
3;25;25;25;50;50;75;100
4;25;25;50;50;75;75;100
5;25;25;50;50;75;100;100
6;25;50;60;75;100;100;100
#CRT: Attacker losses in land combat (multiplier of defender losses, 1=losses equal to defender's (aka 'exchange') ) (float);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;2;1;1;1;0.5;0;0
2;4;2;1;1;1;0;0
3;4;2;2;1;1;0.5;0
4;4;2;2;2;1;0.5;0
5;4;4;2;2;1;0.5;0.3
6;4;4;4;2;2;1;0.5
------
Tables Final Rules
#CRT: Defender losses in land combat (% strength lost) (int);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;5;5;25;25;40;45;60
2;15;25;25;50;50;50;75
3;25;25;25;50;50;75;100
4;25;25;50;50;75;75;100
5;25;25;50;50;75;100;100
6;25;50;60;75;100;100;100
#CRT: Attacker losses in land combat (multiplier of defender losses, 1=losses equal to defender's (aka 'exchange') ) (float);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;1;1;1;1;0.5;0;0
2;2;1;1;1;1;0.5;0
3;2;2;2;1;1;0.5;0.5
4;2;2;2;2;1;1;0.5
5;4;2;2;2;2;2;1
6;4;4;4;4;2;2;1
thanks before hand with all constructive criticism that you can give me, if "hard" balance issues not arise will make available once playtested, other things are consuming my time, and i are not capable to assign all time to my mod for this game,
thanks for reading,
with best regards,
murat30.
edit... For 1.20, not tested on 1.201 but may work, i have two separate installs of the game, simply this scenario and his files is to be placed on the /scenario directory, there where the other scenarios are, i think that 1.201 will support as the scenario rules are on his own directory, maybe it is needed to make a house rule that forced france to accept armistice, if germany have to taken marseilles to make france surrender, they will have a hard time to prepare the war on russia. what happens from barbarossa onwards, as i wanted a fast paced scenario, is not tested, Paris falls on June 41, so Metz that falls some turns early-er but to take marseilles will need all german armor and aircraft, german losses are higher than regular games, as i change the combat tables, but works just in purpose, giving the attaking side more chance of success at cost of higher casualties, some kind of cavalry charge or call it as kursk "tank charge" at prokorovka that stop the panthers and tiger-I of the german spearhead, hope you enjoy the mod and there are not issues or bugs,
with best regards,
murat30/alarick.
Pst-Edit... Upgraded And Tested In 1.30 the first turns of the campaign game, all seems to work perfect, so, here goes the files.
War In Europe Changes On Version 1.20...
Archivo... /Scenarios/Europe 1939/...> Consts.txt (Document)
Bonus By Land Warfare Level... Base 10%... To 25%
("Basic" German Army is, as historically, much better in training and equipment)
Land Troops Costs Changes...
Inf Div / Inf Corp / Mot Div / Mot Corp / Arm Div / Arm Corp / Airborne
(Real Base)... [Change]...
Replacement Costs...
(10) [5] / (12.5) [6] / (15) [10] / (20) [14] / (25) [20] / (30) [25] / (25) [20]
Build Costs...
(20) [10] / (25) [12] / (30) [15] / (40) [20] / (50) [25] / (60) [35] / (150) [75]
-------
Air Units Costs Changes...(Air Div / Air Army / Strat. Bombers)
Replacement Costs...
(20) [10] / (22) [12] / (25) [25]
Build Costs...
(60) [30] / (70) [40] / (70) [40]
-------
War Economy Growth... Base (5/7)... Now Set At (10/10)
Unrest Decrease... Base (0.5)... Now Set At (5)
Cities.txt
Berlin... Production From 15 To 50.
Leningrad, Moskva, Stalingrad Production Set At 40 Each.
(increased to some point)
(Reason... Comitern can go to war with USA).
-------
Land Combat Changes...
Main Tables...
#CRT: Defender losses in land combat (% strength lost) (int);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;5;5;25;25;40;45;60
2;15;25;25;50;50;50;75
3;25;25;25;50;50;75;100
4;25;25;50;50;75;75;100
5;25;25;50;50;75;100;100
6;25;50;60;75;100;100;100
#CRT: Attacker losses in land combat (multiplier of defender losses, 1=losses equal to defender's (aka 'exchange') ) (float);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;2;1;1;1;0.5;0;0
2;4;2;1;1;1;0;0
3;4;2;2;1;1;0.5;0
4;4;2;2;2;1;0.5;0
5;4;4;2;2;1;0.5;0.3
6;4;4;4;2;2;1;0.5
------
Tables Final Rules
#CRT: Defender losses in land combat (% strength lost) (int);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;5;5;25;25;40;45;60
2;15;25;25;50;50;50;75
3;25;25;25;50;50;75;100
4;25;25;50;50;75;75;100
5;25;25;50;50;75;100;100
6;25;50;60;75;100;100;100
#CRT: Attacker losses in land combat (multiplier of defender losses, 1=losses equal to defender's (aka 'exchange') ) (float);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;1;1;1;1;0.5;0;0
2;2;1;1;1;1;0.5;0
3;2;2;2;1;1;0.5;0.5
4;2;2;2;2;1;1;0.5
5;4;2;2;2;2;2;1
6;4;4;4;4;2;2;1
thanks before hand with all constructive criticism that you can give me, if "hard" balance issues not arise will make available once playtested, other things are consuming my time, and i are not capable to assign all time to my mod for this game,
thanks for reading,
with best regards,
murat30.
edit... For 1.20, not tested on 1.201 but may work, i have two separate installs of the game, simply this scenario and his files is to be placed on the /scenario directory, there where the other scenarios are, i think that 1.201 will support as the scenario rules are on his own directory, maybe it is needed to make a house rule that forced france to accept armistice, if germany have to taken marseilles to make france surrender, they will have a hard time to prepare the war on russia. what happens from barbarossa onwards, as i wanted a fast paced scenario, is not tested, Paris falls on June 41, so Metz that falls some turns early-er but to take marseilles will need all german armor and aircraft, german losses are higher than regular games, as i change the combat tables, but works just in purpose, giving the attaking side more chance of success at cost of higher casualties, some kind of cavalry charge or call it as kursk "tank charge" at prokorovka that stop the panthers and tiger-I of the german spearhead, hope you enjoy the mod and there are not issues or bugs,
with best regards,
murat30/alarick.
Pst-Edit... Upgraded And Tested In 1.30 the first turns of the campaign game, all seems to work perfect, so, here goes the files.
- Attachments
-
- War In Eur..1.30 Mod.zip
- (175.2 KiB) Downloaded 34 times
There is no plan of battle that survives the contact with the enemy.
RE: Murat30 Mod (Path To Glory) In Playtest
ok, i am in the playtest at frebuary 1940, germany have a strong army but i want to see if i can take paris and metz and make surrender france with time to the build up for june 41 at barbarossa, if there are enough time for germany for this course of action i will make public release, what happens about onwards barbarossa, russia comitern enter-ing in the war, united states enter-ing will be not playtested, it all is about if the german army can defeat france and british forces on france, will make outcome on some days from now on, a key piece is the bonus of land doctrine warfare, germany start at 3, far enough from all others major nations giving the bonus to 25% from 10% may be enough to finish france historically, i do not worry about what comes from barbarossa onwards as i realize that is much difficult to portrait the russian main front line colapse effect and then make them recover for a second battle with another front line at the gates of leningrad+moksva+stalingrad, so, instead of two "battles" i will left it to one battle, for sure and as historically the allies have much more production income but with the 25% land doctrine bonus and germany at level 3 it makes the german war machine much powerfull, that portrait the enhanced german training and equipment, at least to '42 or '43, i will change the name of the main first post to some about "released" if all go on fine for what i try with the mod,
best regards,
murat30.
best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
RE: Murat30 Mod (Path To Glory) In Playtest
You're on the right track regarding Germany being stronger at the beginning. We solved this problem in a different way. By making the German initial army stronger, giving it's units "3" in armour and "4" in artillery they had a much greater punch. We didn't change this in the productional sense, though, so if the Germans lost heavily in Poland and France, maybe losing entire units, these could not be replaced properly until Germany reached those levels of research. The German player therefore have to save his forces from initial losses or pay dearly in USSR.
You're approach is also interesting and it reflects the real situation better. The German battlefield philosophy was superior to anything else, and even if the Allies and Russians gained on the Germans as the war went on, they never really caught up with them. This is something I think is missing in many war games. There is this erroneous assumption that Allied units should be on equal terms with the Germans later in the war, and when this doesn't produce proper results, there's always a lot of odd tweaking and special ruling.
You're approach is also interesting and it reflects the real situation better. The German battlefield philosophy was superior to anything else, and even if the Allies and Russians gained on the Germans as the war went on, they never really caught up with them. This is something I think is missing in many war games. There is this erroneous assumption that Allied units should be on equal terms with the Germans later in the war, and when this doesn't produce proper results, there's always a lot of odd tweaking and special ruling.
RE: Murat30 Mod (Path To Glory) In Playtest
ORIGINAL: Uxbridge
You're on the right track regarding Germany being stronger at the beginning. We solved this problem in a different way. By making the German initial army stronger, giving it's units "3" in armour and "4" in artillery they had a much greater punch. We didn't change this in the productional sense, though, so if the Germans lost heavily in Poland and France, maybe losing entire units, these could not be replaced properly until Germany reached those levels of research. The German player therefore have to save his forces from initial losses or pay dearly in USSR.
You're approach is also interesting and it reflects the real situation better. The German battlefield philisophy was superior to anything else, and even if the Allies and Russians gained on the Germans as the war went on, they never really caught up with them. This is something I think is missing in many war games. There is this erroneous assumption that Allied units should be on equal terms with the Germans later in the war, and when this doesn't produce proper results, there's always a lot of odd tweaking and special ruling.
regards, thanks for the encouragerous words about the mod, the main reason that make me to choose on land warfare level advantage is that it not cost production points, you can field more units, the "main" or default rules to field level 3/4 infantry/armor units is expensive, mainly is quality (germany) vs quantity (allies and russia), i agree almost all your post, the allies and russia have some few heavy armor units but never reach training+combat experience than german troops, so on, tiger I (aka panzer VI), and panther (aka Panzer V), tanks are on much more numbers than allies have armor, on the other side, allies achieved aircraft advantage and the king tiger tanks (bulge, december 44) are with some serious tech penalties, i like the game and hope that the scenario will make the tastes of some people, cannot take much more days, other things are draining my time but is matter of days, given that germany can take france on "schedule",
thanks again for the repply,
with best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
RE: Murat30 Mod (Path To Glory) In Playtest
Just one quick reflexion on the decision to raise the German PP outcome in Berlin to 50! This could give the Germans a dangerous disadvantage. Suppose the Allies makes an all-out effort to reduce Berlin to zero and succeeds. It will then take 50 turns before Berlin can again produce at 50 (assuming no raids occur in the meantime). On the other hand, if the PPs are spread equally between 10 cities, Berlin being only one of them, the German production will be back at 50 within 5 turns after the Allied bomb campaign. I therefore suggest a certain spread between several cities or the German economy will be more "bomb-sensitive" than, as an example, the British.
RE: Murat30 Mod (Path To Glory) In Playtest
ORIGINAL: Uxbridge
Just one quick reflexion on the decision to raise the German PP outcome in Berlin to 50! This could give the Germans a dangerous disadvantage. Suppose the Allies makes an all-out effort to reduce Berlin to zero and succeeds. It will then take 50 turns before Berlin can again produce at 50 (assuming no raids occur in the meantime). On the other hand, if the PPs are spread equally between 10 cities, Berlin being only one of them, the German production will be back at 50 within 5 turns after the Allied bomb campaign. I therefore suggest a certain spread between several cities or the German economy will be more "bomb-sensitive" than, as an example, the British.
very good point!! you are right indeed, well, maybe can increase the 5 main "industrial" centers, for me, these taken in "third reich" boardgame are the better choice, them are... berlin, leipzig, breslau, and the rhur area, being... essen and cologne, maybe too to take in account... munich and hamburg, anyway i maybe at last make the mod for 1.20.01, at the moment it is for 1.20 and i realize that most of the people are playing 1.20.01, the official patch, anyway, berlin production can be a limited advantage but can take interest of allies air campaign and lift it for others targets, german airpower can concentrate on defend berlin instead of all targets, more on, essen and cologne are on the border with france and low countries, but indeed, the model or portrait that you propose, indeed is 5-1 in recovering time and can worth it for germany, i will take it in account at the "final adjustment stage" before making the mod public, at the moment i have one first preview image to post, france before the german offensive, february 1940, will make public more when ready, thanks for the advice!,
with best regards,
murat30.
http://img385.imageshack.us/my.php?image=francefebruary1940roadtsr1.jpg
There is no plan of battle that survives the contact with the enemy.
- doomtrader
- Posts: 5319
- Joined: Tue Jul 22, 2008 5:21 am
- Location: Poland
- Contact:
RE: Murat30 Mod (Path To Glory) In Playtest
OT:
Murat, do you know that the name of your mod was considered as a name for the game?
Murat, do you know that the name of your mod was considered as a name for the game?
RE: Murat30 Mod (Path To Glory) In Playtest
ORIGINAL: doomtrader
OT:
Murat, do you know that the name of your mod was considered as a name for the game?
greetings, thanks for the advice, i was thinking the name is "road to victory", anyway is not much work to change it on the files to make public, the only problem that comes to mind is that i have make changes on the main scenario, maybe will be better to make a "extra" scenario, sorry, i am sure this have been spoken before but do not know how to do it or the post about it, will make some adjustments and will se what works, will be great if i can make an extra scenario as it at most will be compatible with version 1.20.01 but at remaining with my rules, best way, indeed, thanks again, i will change the direction of the name as far as possible,
with best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
- doomtrader
- Posts: 5319
- Joined: Tue Jul 22, 2008 5:21 am
- Location: Poland
- Contact:
RE: Murat30 Mod (Path To Glory) In Playtest
yes, the name is road to victory, but we were choosing among few and path to glory was one of them.
anyway,
1) copy/paste the folder you have made changes into
2) rename it (ie. 1939 MURAT SCENARIO or PATH TO GLORY)
3) go this folder
4) open misc.csv file
5) find entry under 'Scenario directory name'
6) change it to the name of the folder used in step 2
7) now when you run the game you should see the new scenario
anyway,
1) copy/paste the folder you have made changes into
2) rename it (ie. 1939 MURAT SCENARIO or PATH TO GLORY)
3) go this folder
4) open misc.csv file
5) find entry under 'Scenario directory name'
6) change it to the name of the folder used in step 2
7) now when you run the game you should see the new scenario
RE: Murat30 Mod (Path To Glory) In Playtest
ORIGINAL: doomtrader
yes, the name is road to victory, but we were choosing among few and path to glory was one of them.
anyway,
1) copy/paste the folder you have made changes into
2) rename it (ie. 1939 MURAT SCENARIO or PATH TO GLORY)
3) go this folder
4) open misc.csv file
5) find entry under 'Scenario directory name'
6) change it to the name of the folder used in step 2
7) now when you run the game you should see the new scenario
thanks for the fast repply and advice, i have changed the description.csv and make a scenario directory (Europe '39 Enhanced), now with your kind advice i will change too misc.csv to scenario name Europe '39 Enhanced, so it will take the data from my modded directory, i was thinking i only was to make the change on the description.csv, not know about misc.csv having to be changed too, thanks again for the advice!,
with best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
RE: Murat30 Mod (Path To Glory) In Playtest
Thanks for that, Doomtrader. You just gave me the answer to my question in post "consts.csv". I was trying to find the problem in the mentioned file. Imagine it was that easy once you're aware of it. [:)]
RE: Murat30 Mod (Path To Glory) In Playtest
i do not know if it is correct to post a link to a slideshow, so, please, if it is wrong delete this post, it gives a view of the battle of france in 5 stages, with screens printed each other turn, here it go...
http://img236.imageshack.us/slideshow/player.php?id=img236/8470/12238425551c5.smil
it can give an idea of how is the forces in the game.
best regards,
murat30.
http://img236.imageshack.us/slideshow/player.php?id=img236/8470/12238425551c5.smil
it can give an idea of how is the forces in the game.
best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
- Dennistoun
- Posts: 233
- Joined: Wed Oct 17, 2007 6:48 pm
- Location: Perth, Scotland.
RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
Hi Murat, I have downloaded this file into the data/scenarios file path. It's in there as I've checked, but when I go to play the scenario, the game screen goes black then crashes out. Any ideas on what has gone wrong? I have updated to 1.21.
ORIGINAL: Murat30
greetings, i am surfing with a mod but want to do more playtest in the battle for france to see if there arises some balance issues or allies increased production drain play balance, once playtest is done i will make it public, take in mind that is under my own concept of perfection, somewhat and maybe it is not suit for all tastes, anyway i want to make a public post for the mod and show to all the changes to see what people think about the changes, all cricits, and more constructive nice critics are wellcome, here go the details on the changes, it is for 1.20, i do not know if "insert" my modded files can go to be compatible with version 1.20.01, germany, mainly have starting overall superiority, i make use of settings about land warfare changing bonus from 10% to 25% by level to make starting german army more powerfull, as time advances this will be increasing-ly reduced by the other major nations and factions achieving land doctrine warfare and with the increased production given to the allies this will lead to somewhat the overall historical outcome, so here goes the details, take in mind, anyway, that i like the "base" scenario (europe 1939) just fine but i like to add some flavour features and make possible a war between allies and russian comitern once axis powers are defeated, here goes the details...
War In Europe Changes On Version 1.20...
Archivo... /Scenarios/Europe 1939/...> Consts.txt (Document)
Bonus By Land Warfare Level... Base 10%... To 25%
("Basic" German Army is, as historically, much better in training and equipment)
Land Troops Costs Changes...
Inf Div / Inf Corp / Mot Div / Mot Corp / Arm Div / Arm Corp / Airborne
(Real Base)... [Change]...
Replacement Costs...
(10) [5] / (12.5) [6] / (15) [10] / (20) [14] / (25) [20] / (30) [25] / (25) [20]
Build Costs...
(20) [10] / (25) [12] / (30) [15] / (40) [20] / (50) [25] / (60) [35] / (150) [75]
-------
Air Units Costs Changes...(Air Div / Air Army / Strat. Bombers)
Replacement Costs...
(20) [10] / (22) [12] / (25) [25]
Build Costs...
(60) [30] / (70) [40] / (70) [40]
-------
War Economy Growth... Base (5/7)... Now Set At (10/10)
Unrest Decrease... Base (0.5)... Now Set At (5)
Cities.txt
Berlin... Production From 15 To 50.
Leningrad, Moskva, Stalingrad Production Set At 40 Each.
(increased to some point)
(Reason... Comitern can go to war with USA).
-------
Land Combat Changes...
Main Tables...
#CRT: Defender losses in land combat (% strength lost) (int);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;5;5;25;25;40;45;60
2;15;25;25;50;50;50;75
3;25;25;25;50;50;75;100
4;25;25;50;50;75;75;100
5;25;25;50;50;75;100;100
6;25;50;60;75;100;100;100
#CRT: Attacker losses in land combat (multiplier of defender losses, 1=losses equal to defender's (aka 'exchange') ) (float);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;2;1;1;1;0.5;0;0
2;4;2;1;1;1;0;0
3;4;2;2;1;1;0.5;0
4;4;2;2;2;1;0.5;0
5;4;4;2;2;1;0.5;0.3
6;4;4;4;2;2;1;0.5
------
Tables Final Rules
#CRT: Defender losses in land combat (% strength lost) (int);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;5;5;25;25;40;45;60
2;15;25;25;50;50;50;75
3;25;25;25;50;50;75;100
4;25;25;50;50;75;75;100
5;25;25;50;50;75;100;100
6;25;50;60;75;100;100;100
#CRT: Attacker losses in land combat (multiplier of defender losses, 1=losses equal to defender's (aka 'exchange') ) (float);;;;;;;
#die roll;odds <1:1;odds 2:1;odds 3:1;odds 4:1;odds 5:1;odds 6:1;odds 7:1
1;1;1;1;1;0.5;0;0
2;2;1;1;1;1;0.5;0
3;2;2;2;1;1;0.5;0.5
4;2;2;2;2;1;1;0.5
5;4;2;2;2;2;2;1
6;4;4;4;4;2;2;1
thanks before hand with all constructive criticism that you can give me, if "hard" balance issues not arise will make available once playtested, other things are consuming my time, and i are not capable to assign all time to my mod for this game,
thanks for reading,
with best regards,
murat30.
edit... For 1.20, not tested on 1.201 but may work, i have two separate installs of the game, simply this scenario and his files is to be placed on the /scenario directory, there where the other scenarios are, i think that 1.201 will support as the scenario rules are on his own directory, maybe it is needed to make a house rule that forced france to accept armistice, if germany have to taken marseilles to make france surrender, they will have a hard time to prepare the war on russia. what happens from barbarossa onwards, as i wanted a fast paced scenario, is not tested, Paris falls on June 41, so Metz that falls some turns early-er but to take marseilles will need all german armor and aircraft, german losses are higher than regular games, as i change the combat tables, but works just in purpose, giving the attaking side more chance of success at cost of higher casualties, some kind of cavalry charge or call it as kursk "tank charge" at prokorovka that stop the panthers and tiger-I of the german spearhead, hope you enjoy the mod and there are not issues or bugs,
with best regards,
murat30/alarick.
RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
i not have test with patch 1.21 so, this can be the problem, some change in the game engine, sorry about it, cannot be of more help,
best regards,
murat30.
best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
- doomtrader
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RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
If you are planning to update this modification, wait for 1.30. It should be released soon.
RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
ORIGINAL: doomtrader
If you are planning to update this modification, wait for 1.30. It should be released soon.
thanks for the advice, i have much projects and few time for all them, i will wait,
best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
- doomtrader
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RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
Any plans for updating the mod?
RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
greetings, have been bussy with other games and making some other scenarios and mods, maybe will wait to newer patch and excuse to not have been answer your post early, i like the game but still have to playtest once i have made the changes on the new patch, maybe it will be as a side release aside the "main line" product, as some things will be un-upgraded if i apply the files directly, and may make some bugs before or in playtest, i will se what i can do, also are awaiting to some "final" patch build for other games and then make my mod, the common is that most people make use of the last build and then the mods become obsolete, not bad thing however as patch is very good support and always them enhance the games, anyways thanks for the interest, will take some time untill i can return to this game and project on my mod but i do not want to say with this it is a bad game, i love the map and the global model system, is the largest world war 2 map to now, maybe the only and minor issue i think, as most wargames, the game really shines in multiplayer, programing one of these great wargames is far far more difficult than make the computer play chess, is a pleasure to have wargames as this available, just too many projects and ongoing games, i have taken some rest time on development for play some of my finished works,
thanks you very much,
with best regards,
murat30.
thanks you very much,
with best regards,
murat30.
There is no plan of battle that survives the contact with the enemy.
RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
ORIGINAL: doomtrader
Any plans for updating the mod?
greetings again, i wil try something with my mod scenario and 1.30 patch, if it adress my mod fixed to the system maybe i will make the files upgraded with my changes, but want to playtest it before going to release the modded version, hope still the 1.30 build accept my scenario, is not sure but can assign some time to it and we will see,
thanks for the support and very good game,
with best regards,
murat30/alarick.
edit... is giving me problems, not sure if i can make the upgrade, sorry.
There is no plan of battle that survives the contact with the enemy.
- doomtrader
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RE: Murat30 Mod (Europe '39 Enhanced) Available At Last
for sure there are differences in
consts.csv
land_units.csv
misc.csv
you can also take a look into ConsoleOut.txt file in main folder. Very often it gaves you a hint what happends with the game.
consts.csv
land_units.csv
misc.csv
you can also take a look into ConsoleOut.txt file in main folder. Very often it gaves you a hint what happends with the game.