World War Three 1946

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Hairog
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RE: World War Three 1946

Post by Hairog »

Manual...there's a manual?! [:'(]

I' sure you will beat up a fair amount of Brits this turn.
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TheBattlefield
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RE: World War Three 1946

Post by TheBattlefield »

What? You have a private life, you can develop a mod and still play against Bill? Admirable!
[:D]
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Hairog
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RE: World War Three 1946

Post by Hairog »

Ha...I am losing.
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Hairog
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RE: World War Three 1946

Post by Hairog »

Need some help please. My Seehund Mini-Subs will not put to See or hund convoys. The first turn the AI sends them to port and they just stay there. Here is one of the scripts for unit 502.

In localization file Seehund= unit 35 replacing the "Battle Cruiser" if I remember correctly. WWIII starts on May 2nd, 1946.

This script is located in my campaign folder etc. in the AI...fleet script.

{
#NAME= USSR Build Up Fleet - Atlantic Patrol Seehund 502
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 116
#TRIGGER= 100
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 2[1,50]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,1
#BUILD_LENGTH= 0
#LENGTH= 8
#RANGE= 5
#UNIT_ID= 35
; North Sea
#GOAL_POSITION= 130,63
#GOAL_POSITION= 129,66
#GOAL_POSITION= 129,60
#GOAL_POSITION= 125,64
#GOAL_POSITION= 125,61
#GOAL_POSITION= 129,65
#GOAL_POSITION= 126,59
#DATE= 1946/05/01
; Set friendly positions:122,78
; 1st Line - Seehund 502 starting position
#FRIENDLY_POSITION= 126,61
; Set variable conditions:
; 1st Line - USSR politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 116 [1] [100] [0]
; Set tactical conditions:
; 1st Line - Moscow not tactically threatened
#TACTICAL_CONDITION= 221,65 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
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TheBattlefield
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RE: World War Three 1946

Post by TheBattlefield »

Difficult. You set "Range" to 5, so your Seehund starting position should not be more than 5 hexes away from first Friendly Position or first Goal Position. Did you check that? Please also check your #GV= 2[1,50]. I think you have installed a random variant. Was that intended?
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Hairog
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RE: World War Three 1946

Post by Hairog »

Thnx Battle. I tried your suggestions and same results.

Then I replaced the Seehunds with Submarines and it worked. So there is something that makes the Battle Cruisers turned Seehunds into chickens.

Is there something hard coded into the CC that they run and hide? How do you make CC become raiders and threats to british shipping? Clicking the Raider box does nothing either.
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Hubert Cater
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RE: World War Three 1946

Post by Hubert Cater »

Hi Hairog,

Unit ID= 35 is for Dreadnought, is this intended based on how you've possibly manipulated the customized units for your mod?

If not then this could be the issue. Otherwise, to ensure that the script is indeed firing properly for at least Subs, after the AI moves the Sub based on the script, you can double check the AI unit that has moved by left clicking on it and then pressing the tilde key ~ on your keyboard (typically right above the TAB key).

This will display info on the unit and the exact AI plan associated with it. This can help you double check that the desired units are being triggered by the desired AI scripts etc.

Hope this helps,
Hubert
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Erik Rutins
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RE: World War Three 1946

Post by Erik Rutins »

Hi Harry,

Thought I should mention that thanks to this modding thread, I became aware of your books. I've since purchased and read Part 1 (and Part 2 is now on its way). Is a paperback version of Part 3 planned as well? Based on reading Part 1, I have to say it is a very entertaining tale and you've done a good job of weaving many less well-known but important elements of WW2 and post-WW2 history into the story. The full picture of just how many important agents the USSR had in the west during and after WW2 is truly astounding.

Regards,

- Erik
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Hairog
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RE: World War Three 1946

Post by Hairog »

ORIGINAL: Erik Rutins

Hi Harry,

Thought I should mention that thanks to this modding thread, I became aware of your books. I've since purchased and read Part 1 (and Part 2 is now on its way). Is a paperback version of Part 3 planned as well? Based on reading Part 1, I have to say it is a very entertaining tale and you've done a good job of weaving many less well-known but important elements of WW2 and post-WW2 history into the story. The full picture of just how many important agents the USSR had in the west during and after WW2 is truly astounding.

Regards,

- Erik


Thank you Erik.

I was totally amazed at how good the Soviet agents were and how high up they were placed. My eyes were open when I became aware of the Venona Papers. They were so devastating to the American government that they covered them up rather than catch the spies.

Joel Barr and Alfred Sarant defected to the USSR and started the Soviet version of Silicon Valley and beat us into space. They also delivered the entire set of blue prints for the F-80 Shooting Star and Rosenberg gave them an intact Proximity fuse. I could go on and on about how the British were compromised as well.

Yeh gotta wonder if they still are doing it. [&:]

The paper back version of Book Three is on my radar but I'm spending too much time on this Mod. [;)]

Book Four is almost in the can.




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RE: World War Three 1946

Post by Hairog »

Fun with planes progressive unit mod



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RE: World War Three 1946

Post by Hairog »

Occupied Germany 1946



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RE: World War Three 1946

Post by Hairog »

Getting there. Waiting for Matrix to fix my serial number hassel.

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RE: World War Three 1946

Post by Hairog »

Readme

Read Me

World War Three May 1946

I’ve probably made this mod too complicated but here goes.
This scenario is a challenge for both sides. The Comitern have an overwhelming initial advantage that if not use correctly will vanish. NATO will be hard pressed to keep a foothold in Europe and it’s a long way to Moscow from Paris as Napoleon and Hitler found out. Take heart if you chose to play NATO. The tide will change and it will be a fight to the finish

First of all, you will need a few new units.
The DN or Dreadnaught Unit is now the MSS Unit = Mini-Submarine Seehund
The Anti-Aircraft unit is now the Wasserfall Unit = an early SAM using an optical guidance system. See B.F. Skinner Project Pigeon in a Pelican.

A few upgrades for AA and Artillery are now the VT Unit = Variable Time or Proximity Fuse either artillery shell or anti-aircraft round.
CC Unit is now the MB Unit = Missile Boat, an early Surface to Surface anti-ship missile based on the Wasserfall and placed on freighters.
Kamikaze now is the Atomic Bomb = Mark III atomic Bomb

All of these units are in the campaign/bitmap folder and named either “unit_sprites_nato_zoomOverlay” or “unit_sprites_nato_Overlay” for each major country.

You can copy and paste them using layers and a higher end paint program such as the free Paint.net. This way you can use the more traditional markers. If you do not know how to do this please use the unit_sprites_nato or unit_sprites that will load with the mod.

There is a new faction or Major Country that represents Anti-Stalinist rebels. They start out as weak brigades but gain strength and size as the mod progresses. They represent the historic Hiwis and Russian Liberation Army. It is estimated that over 3 million Hiwis and Russian Liberation Army fighters joined the Germans against Stalin. A full 20% of the Axis units on the Eastern Front were former Soviet Citizens Their hatred for Stalinism was so great that they joined the reviled Nazis in fighting against their own people.

The new faction represents this rebellion. It is called the Freedom Force. In brigade and division sized units they have a very high land defensive avoidance percentage. This represents the ability of partisans to melt into the populace and dense woods.
There is an added terrain feature that the Freedom Force has developed. They are mine fields and surround some of the FF strongholds. Their effects include decreased movement and decreased attack strength for units located in them.

The MSS (mini-sub Seehunds) are very inexpensive for the Soviets to make. They are also very hard to attack effectively and have a high naval defensive loss evasion percentage. They are not very strong and are easily damaged by storms. They can be transported to any coastal hex the Soviets have captured but have a very low supply rate and small range. The Seehunds are more of a nuisance than a real threat unless you ignore them.

The Wasserfall units are very…very effective against SB or Strategic Bombers. The VT units are very effective against TB or Tactical Bomber units. You are well advised to know where they are and that the SAM range is 3 hexes.

The Missile Boats are converted freighters that can launch the V4 Rocket equipped with an optical guidance system. If this unit gets off the first shot it can be deadly to capital ships and transports. The conversions do not happen until January 1947. The units are very expensive to produce.
If you are familiar with the book series World War Three 1946 you know that the US atomic bomb program has been sabotaged. Consequently, the US has a total of 4 Mark III atomic bombs available in January 1947. Use them well.

The equipment for the invasion of Japan was mothballed in 1945 and will become available to the US in the form of 300 MPPs per turn starting in January 1947. Please use these MPPs for amphibious operations or don’t use them at all as they represent landing craft and amphibious warfare equipment.

Thank you and I hope you enjoy this Mod.
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Hairog
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RE: World War Three 1946

Post by Hairog »

I need some help with the scripts for the NATO counter attack. If anyone is interested let me know.

hkellogg36@gmail.com

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Hairog
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RE: World War Three 1946

Post by Hairog »

Video AAR of AI vs AI first 20 turns or so...

https://youtu.be/h9ag2Q3f108
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RE: World War Three 1946

Post by Hairog »

Video ARR for AI vs AI Iberia

https://youtu.be/R8DCZnGG1B4
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Hairog
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RE: World War Three 1946

Post by Hairog »

Anyone that wants to give the Beta a try...

https://www.dropbox.com/s/66jvpw2hnywzshz/WWIII1946.7z?dl=0

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RE: World War Three 1946

Post by Erik Rutins »

Thanks, I will give it a try!

Looks like the Pyrenees are not stopping the Soviets much at all this time.
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Hairog
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RE: World War Three 1946

Post by Hairog »

It's a near run thing but if you start building fortifications early and make a fighting retreat you can do it. There are 2 Us, 2 GB and 1 French engineers within Operational movement/transport and can start building on turn one.

I've tried to script the NATO AI to build fortifications or even just get their units there. It insists on getting its units destroyed piecemeal. The French and US engineers build one fortification and then run off to get destroyed.

If anyone cares to look at the scripts feel free.

The things I'm having a hard time getting the AI to do.

1. build the NATO fortifications on the Pyrenees mountain range
2. get NATO to man those fortifications ahead of time before all their units are destroyed
3. get the Soviets to press on after taking Denmark to the rest of Scandinavia.
4. Guard the oil fields around the Black Sea.

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RE: World War Three 1946

Post by TangSooDo »

I'd love to give the beta a try, but I find no campaign file, that is the file with the .cgn extension.
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