Europe In Turnmoil Mod.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

One major change to the naval game,is the ship v ship combat damage caused per attack,my battleships are not made of glass so you won't see stupid results like 5 or more strength loss from just one attack,just 1 or 2 damage will be the norm.Also air_attack effect against ships has been vastly reduce.
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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

There will be a much higher chance that naval combat will cause no damage,because in history that was indeed the case,it does not matter if the game turns are hourly,weekly,fortnightly or Monthly,at sea you were a marksman if you got 5% success rate.
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FroBodine
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RE: Europe In Turnmoil Mod.

Post by FroBodine »

What does NB: mean, please? You reference it twice in your original post, then again in post #9.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

NB: means take note important info.
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FroBodine
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RE: Europe In Turnmoil Mod.

Post by FroBodine »

Thank you. I never knew that. 51 years and that never crossed my path until now. :o)
Capitaine
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RE: Europe In Turnmoil Mod.

Post by Capitaine »

ORIGINAL: jglazier

Thank you. I never knew that. 51 years and that never crossed my path until now. :o)

NB = nota bene; "note well"
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GBoggon
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RE: Europe In Turnmoil Mod.

Post by GBoggon »

Looks like an answer to a lot of things simultaneous turns are a must for playing a human opponent. And I don't see anything I have a problem with.But I was sold already with the dedication.I think scraping Warspite was a crime[:(].
ILCK
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RE: Europe In Turnmoil Mod.

Post by ILCK »

ORIGINAL: kirk23

One major change to the naval game,is the ship v ship combat damage caused per attack,my battleships are not made of glass so you won't see stupid results like 5 or more strength loss from just one attack,just 1 or 2 damage will be the norm.Also air_attack effect against ships has been vastly reduce.


Air attacks though should be powerful. Carriers dominated the war but in SC they are floating piñatas where the air units don't do vast amounts of damage while the motherships are crazy vulnerable.

The movement stuff looks great and reflects my main feeling about the problems in the naval war even if the distances over the time frame are implausibly low.
aesopo
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RE: Europe In Turnmoil Mod.

Post by aesopo »

That is an easy fix thru combat stats. When will the mod come out?
rlr
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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

All areas of research are now maxed out to level 5 as standard.
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MemoryLeak
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RE: Europe In Turnmoil Mod.

Post by MemoryLeak »

Are these MODs finished and published or are they still in progress?
If they are available where are they located and are installation instructions included?

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

Mod is still very much a work in progress.
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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

As I mentioned in an earlier post,all research now max out at level 5,plus as I feel research progresses to quickly,I have limited the amount of chits from 2 to just 1,this should slow down research.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

Waffen SS special forces added to the campaign Red on Black background.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

New City and major port added for Italy La Spezia.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

Ok I have tried really hard to make the naval game work,using the premise that capital units were individual ships,and I have come to the conclusion that the naval game can only work effectively if all naval units are represented as Squadron and Flotilla sized.So Battleships are squadron sized units,a Battle squadron equals 2 or 3 battleships plus destroyer screen.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

Download link for Europe in turmoil mod.

Europe in turmoil mod


Please unzip and save mod to here: Documents\My Games\Strategic Command WWII - War In Europe\Campaigns

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Biker1984
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RE: Europe In Turnmoil Mod.

Post by Biker1984 »

Thanks kirk 23 this is a great mod. I'm just playing it for 3 turns and I really like that turns pass for the Axis and Allies for 1 week. I also like that the research tree (with having 5 for each), the amount of naval units and ground units.
I would only recommend to rename the special forces for SS/Guards. ;)

Again thanks for this mod and the amount of work you put into it. It looks really great.
Titan
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RE: Europe In Turnmoil Mod.

Post by Titan »

Unzipped Mod as per instructions. Opps got it
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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

ORIGINAL: Biker1984

Thanks kirk 23 this is a great mod. I'm just playing it for 3 turns and I really like that turns pass for the Axis and Allies for 1 week. I also like that the research tree (with having 5 for each), the amount of naval units and ground units.
I would only recommend to rename the special forces for SS/Guards. ;)

Again thanks for this mod and the amount of work you put into it. It looks really great.

Cheers[;)]

The biggest change is to the naval game,you should find that all the ship types are much more durable,with the added bonus that the enemy fleets last beyond 1941 which rarely happens in the standard game.
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