Europe In Turnmoil Mod.

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TheBattlefield
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RE: Europe In Turnmoil Mod.

Post by TheBattlefield »

ORIGINAL: CSS

I have copied , unzipped and still cannot get it to come up in my menu? Any help as to what I may be doing wrong?
Where did you copy and unzip? It has to be the (mod) campaign folder located in "My Games" [font="Trebuchet MS"]not[/font] the (main) campaign folder located in "Program Files"!!!
[&:]
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BillRunacre
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RE: Europe In Turnmoil Mod.

Post by BillRunacre »

This is where a mod would go on my system CSS:

C:\Users\Bill\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns

Paste it into your equivalent and you should then be able to play it.
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ME262
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RE: Europe In Turnmoil Mod.

Post by ME262 »

kirk just finished this great mod... please create more! awesome!
Rand6897
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RE: Europe In Turnmoil Mod.

Post by Rand6897 »


Kirk,

Played a couple more months before I had to put an end to the German inactivity. Switched AI sides so that I may make a German DoW on the USSR. Couldn't do it. The little flag that could be clinked on (War Map) was not there, nor was USSR listed in the diplomacy screen. I save the game following each Allies turn (just prior to clicking end turn) so I went back and noticed the USSR fell off the UK's list of targets between the 6/30/40 turn and 7/7/40 turn. I hadn't noticed when it happened as this is my first game of SC2 and have been more focused on learning the game.

I like your mod and appreciate the work and time. Any ideas was might be the problem with this? I've yet to go back and replay AI Axis 7/7/40. Tomorrow with luck?

Thanks for any info.

Another question for those listening. Is it possible to take scripts from one game/mod and apply them to another. In other words, is a script alone enough to facilitate an event or is something else needed to be edited. The other mods have really cool things.

This shot of the Eastern Front looks ugly for Uncle Joe.



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Rand6897
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RE: Europe In Turnmoil Mod.

Post by Rand6897 »


Kirk,

I just went back and relayed the AI Axis 7/7/40 turn. It happened again, it is the turn France turns Vichy.

Ideas?
gwgardner
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RE: Europe In Turnmoil Mod.

Post by gwgardner »

ORIGINAL: rea6897


This shot of the Eastern Front looks ugly for Uncle Joe.



Image

How did you manage to build so many Axis units between Sept 41 and Jan 42? Your Sept 41 screenshot shows a much more reasonable Axis OOB. Was this on the Easy difficulty level?

I'm not seeing anything remotely like that in my game.

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BillRunacre
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RE: Europe In Turnmoil Mod.

Post by BillRunacre »

ORIGINAL: rea6897

Another question for those listening. Is it possible to take scripts from one game/mod and apply them to another. In other words, is a script alone enough to facilitate an event or is something else needed to be edited. The other mods have really cool things.

Yes, though those with a number quoted in the #LINK= line will only fire if the Decision Event number quoted in that line is also pasted into the Campaign's Decision file.

The reason being that they are controlled by both the Decision Event firing, as well as any triggers they might have themselves.

Those where #LINK= 0[0], the script can be pasted into the relevant file and will work when the triggers for them apply.

You will need to Update the scripts in the Editor before playing the campaign. If you open the campaign in the Editor, then go to Campaign --> Edit Event Scripts and press Update *

PS That is a mighty impressive Axis invasion force, except it does seem to lack HQs and therefore risks running out of supplies deep in the USSR.
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Rand6897
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RE: Europe In Turnmoil Mod.

Post by Rand6897 »


gwgardner,

I was playing v. an AI Axis with Fog of War on, this is why many Germany units were hidden in the September shot. In January I got frustrated with walking all over the Italians who were not getting aide from the Germans, therefore, I switched sides to take the Germans so I could DoW on the USSR. I could see in the graphs that Germany had 216 ground units...none in Italy or Greece.

I couldn't DoW with the USSR due to a mobilization of 15%. That is when I discovered I couldn't DoW with the Germans because the Soviets are missing from the diplomatic screen and the war map screen. Had been there prior to the Fall of France.
Rand6897
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RE: Europe In Turnmoil Mod.

Post by Rand6897 »


Kirk,

I went back two turns (6/15/40 I believe) and have restarted and alternated the AI to speed things along. I've made to August and everything seems fine. At some point before I noticed a problem I did have a program freeze, not to blame the mod as likely had several programs open and probably screw it up on my end.

I hope this lays to rest any hesitation for others to try this mod, very enjoyable. I will likely start an AAR so others can see progression. I will pick it back up at a save point mid-June '40. Just prior to the Fall of France.
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TheBattlefield
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RE: Europe In Turnmoil Mod.

Post by TheBattlefield »

Hello dear fellow players,

unfortunately we have no more contact to Kirk for several weeks . His last post in this forum dated 24.01.2017. Also my last private mail from Kirk comes from this day. We do not know what has happened. Of course, we are very worried and still hope for an early return of our mate.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

Guys so sorry I have been absent for a while,because I had a bad fall while out Skiing! I have been in hospital for a Month,with 2 broken legs,a broken arm,3 broken ribs and a fractured skull! So I have not been in any fit state to work on the mod, but hopefully that will change in the near future,after I recover more from my injuries.[;)]
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gwgardner
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RE: Europe In Turnmoil Mod.

Post by gwgardner »

Get well soon!

I'm still playing the mod. Now late July 1941. As a reminder, in my game the Soviets did a surprise attack in March 1941.

About June '41 I changed sides for one turn, just to see how the Soviets are doing with the mod, what kinds of units being purchased, etc. Their research is going well, they're purchasing perhaps too many air units as opposed to buying infantry.
End of July I have taken Leningrad, am on the outskirts of Moscow, and have just taken Kiev in the south.

I'm interested to see if the Soviet AI will have a big increase in purchasing as their industry gets established in the Urals.

Some players indicate that the mod is woefully unbalanced, but I'm not getting that experience at all. It no doubt needs tweeking, but it is definitely a viable mod. By the way, I'm playing on normal, with no advantages to the AI.

gwgardner
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RE: Europe In Turnmoil Mod.

Post by gwgardner »

I obtained an Axis Major victory in September '41, after taking Leningrad, Moscow and Stalingrad.

I was going to go back a few turns, and take control of the Soviets to see what I could do on their side, and at that time I finally realized that the AI was not producing any of the new units allowed in the mod, such as divisions.

Now I have revised all the AI unit purchase scripts, and reduced research by around half (due to the weekly turns), and am going to restart. I expect a better challenge with those changes.

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TheBattlefield
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RE: Europe In Turnmoil Mod.

Post by TheBattlefield »

Well, September '41? I think the switch to a simultaneous turn order may bring the advantage of a weather compensation, but at the same time the (historical) time track of the game is also significantly thrown out of balance. (Relation between game time and unit action potential) This will inevitably also have consequences for the scripted events and the MPP management. I would therefore suggest as a trial to adjust the seasonally different turn lengths of the mod so far that the total number of the turns correspond to those of the vanilla game. [8D]


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gwgardner
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RE: Europe In Turnmoil Mod.

Post by gwgardner »

I was wrong to say weekly turns. A closer look shows that it's set for 1 week during summer, 11 days during Spring and Fall, 2 weeks during winter.

I had thought the Soviet AI made it's biggest mistake attacking Germany in March '41. There was good weather after that, so I made what I thought to be historically accurate advances. Further examination shows that the AI was not building divisions, was building a disproportianate number of air units. I have now reworked the AI build chances, emphasizing plentiful, cheap infantry early on, lessening air builds till later.

However the biggest problem overall was research, which was proceeding much too fast, giving Germany a bigger advantage than historical. I had researched as fast as possible, thinking the AI would be advancing faster than normal, due to more turns, more MPPs, but Germany has a huge advantage early on with MPP production levels.

Having reworked the AI build priorities and lessened research speed, I'll give the mod another go. More turns per year and much broader OOBs make this mod so much fun for me compared to vanilla.

I think the mod would really shine in multiplayer.

Perhaps after Kirk23 nears completion on the Napoleonic mod, he'll get back to fine-tuning this one.

Rand6897
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RE: Europe In Turnmoil Mod.

Post by Rand6897 »

gwgardner,

I like Kirk23's mod as well but found a couple of issues with it, mostly related to excess MPPs.

I'm working on setting it up for head to head play with a friend as I like the extra turns and units. I also like pushing around divisions (Europa boardgame series) though I like this scale for play-ability.

I've made several modifications to it and find it working out in play testing through 1940.

1] Decreased MPP collect by about 30%.
2] Increased unit cost which effects the direct cost of the unit as well as upgrade, operational movement, and reinforcement cost.
3] Increased combat losses, this bumps up reinforcement cost and also requires units to pull off the front line with more frequency.
4] Increased research cost. Took base game cost x 1.5 plus an additional cost if categories maxed out at <5. Slowed it as well so Germany can't sit in '41 researching everything from command and control to corndogs.

Those were the starting adjustments. My first two play tests (solo, so I may control spending) I elected to wait for spring (March) to attack in the west. By the time the Germans build units back to full strength it was December and had barely dented the upgrade possibilities. With the increase losses in combat it seemed foolish to get bogged down in a slugging match unable to utilize my maneuver advantage and air superiority.

I've also changed movement penalties, action points for some, combat values for most, added a few things to the map (SW of Leipzig are syn oil/refineries). I'm currently reworking the force pools for all.



gwgardner
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RE: Europe In Turnmoil Mod.

Post by gwgardner »

When you get your mod to the mod where you like it, please make it available. I'll certainly try it. Are you going to look at the AI unit builds also? I know that's not your priority as you want to play head to head.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

Hi guys I have started to tweak this scenario, I have reduced the MPPs available, I have slowed research plus expanded the options available for research, I'm in the middle of adjusting the AI so that Russia for example will build Divisions, I have many other things that will make the scenario even more of a challenge.[;)]
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gwgardner
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RE: Europe In Turnmoil Mod.

Post by gwgardner »

Awesome, looking forward to the update.

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Hellfirejet
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RE: Europe In Turnmoil Mod.

Post by Hellfirejet »

So very sorry that I have been unavailable here on the forum,but real life keeps getting in the way,I'm still visiting the hospital because of some complications that I don't want to go into here on the forum, but needless to say it is annoying in the extreme,as it is delaying me from doing what I want when I want with this mod,and the Napoleonic mod. That said I have been working on Europe In Turmoil!

I have included MEDICAL SERVICES as a research option: This gives all unit types a 5% Morale bonus over 5 levels.

I have also changed what Infantry Warfare,Armour Warfare,Air Warfare and Naval Warfare does in game, instead off boosting Morale, they now give units an Attack and Defence Evade bonus. The new Medical Services which represents any kind of Medical support in game, is now the main way you can boost unit morale.



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