Advanced Third Reich Mod Update

Fury Games has now signed with Matrix Games, and we are working together on the next Strategic Command. Will use the Slitherine PBEM++ server for asynchronous multi-player.

Moderators: MOD_Strategic_Command_3, Fury Software

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pzgndr
Posts: 3757
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Advanced Third Reich Mod Update

Post by pzgndr »

I have a v1.1 update to my A3R mod just about ready for me to stick a fork in it and say it's 'done'. I think I was a bit rushed to wrap this up for release as v1.0 in the Community Content DLC, and there's at least one bug with Italy surrender that I fixed. I have also revised the CONVOY scripts to be compatible with the latest v1.10.03 beta patch, but I'd like to wait to release my mod update until the game is officially updated next month. In the meantime, if anyone is interested in playtesting A3R v1.1 over the holidays using the beta patch then please contact me and I can email you a copy. My version notes are listed below. This is playing out very nicely now during recent AI-vs-AI playtests at default difficulty for both Axis and Allied sides, but I'd still greatly appreciate any feedback from real players completing a game against the computer opponent at higher difficulty level. Too tough, or not tough enough? Alright, let me know. At some point I will prepare a game AAR for v1.1 before I release it next month.
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Advanced Third Reich for Strategic Command WWII: War In Europe, v1.1
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DATA CHANGES
- added Greek air fleet to 1941 scenario setup
- fixed duplicate Spanish 1st air fleet
- blocked Russian diplomacy to Algeria
- minor map adjustment for Leningrad port to prevent land attack from Finland
- adjusted Combat Data to improve gameplay
-- restored default values for experience point allotment, retreat %, and retreat range
-- increased prepared attack readiness bonus from 25% to 35% for ground combat units
- increased Germany research for Ground Attack Weapons to level 1 and upgraded Tactical Bombers in both 1939 campaign and 1941 scenario
- revised some weather zone data for Western/Central/Eastern Europe for Fall/Early Fall, to slightly decrease frozen/snow conditions and increase clear conditions
- changed Greek infantry 2-3 to 1-3 due to mountains defense bonus
- increased De-Entrenchment value for Tactical Bombers to 1
- set Minimum Production Date for Italian Fighters and Tactical Bombers to January 1941
- increased retreat chances for naval units
- changed research percentages for United States and Germany to 5-4-4-3-3 to improve chances to reach Level 5 IT/PT
- deleted French Maginot Line fortresses left in 1941 scenario by mistake
- made significant economic adjustments to improve balance:
*General*
-- changed oil from 3 to 2
*Britain*
-- changed Coventry and St. John's from major city to minor city
-- changed Toronto from IC to major city
-- fixed Famagusta from major city to minor city
-- deleted Mosul oil and changed Mosul from minor city to major city
*France*
-- fixed Beirut from major city to minor city
*Russia*
-- changed Vologda, Novgorod, Yaroslavl, and Grozny from major cities to minor cities
-- deleted extra oil at 191,39
*United States*
-- added two ICs at Baltimore and Charlotte, and one major city/port at Portland
-- deleted Ahvaz oil in Persia
*Germany*
-- changed Stuttgart and Kolberg from major city to minor city
-- fixed Bergen from minor city to major city
*Italy*
-- changed Naples and Taranto from minor cities to major cities
-- changed Turin and Syracuse from major cities to minor cities

SCRIPT CHANGES
- fixed SURRENDER #2 script error for Italy surrender for Allied units in range of Taranto, previous condition for Rome/Naples/Taranto incorrectly assumed OR logic instead of AND logic; now essentially if Allies have 3 units landed within 3 hexes of Taranto then Italy has 75% chance of surrender in 1943, 100% chance in 1944
- revised SURRENDER_2 scripts to fix Russia country ID (4 should have been 116) and added Axis AI SURRENDER_2 scripts for Poland, France, and Yugoslavia
- deleted NATIONAL_MORALE scripts for France surrender/liberation
- made significant economic adjustments to be more faithful to original boardgame:
*Russia*
-- changed RESOURCE event to delete Svedlovsk and Kuibyshev from Urals Industry event; Sverdlovsk added to 1941 Economic Increase upon DOW
-- changed RESOURCE event to make Baku oil (173,39) the variant Successful Soviet Five Year Plan
*Germany*
-- deleted CONVOY event for Swedish Iron Ore Shipments
- changed PURCHASES scripts for Greek infantry builds, added 1944+ builds for Britain and Russia, and revised Germany builds for Fuhrer Bunker
- revised WAR_ENTRY scripts to slightly reduce chances of Pro-Axis Yugoslavia coup
- revised AMPHIBIOUS and AMPHIBIOUS_MINOR scripts for invasions of Sicily and Italy to improve launching invasions
- revised TRANSPORT_MINOR scripts to improve Allied reinforcements of North Africa and Middle East
- added GUARD scripts for staging strongest units for Allied invasions of Sicily and Italy
- added Allied AI STRENGTH scripts for Axis supply shortages during initial invasions of Italy and France and Axis AI STRENGTH scripts for Allied supply shortages during invasion of Greece
- revised FLEET scripts to improve Axis patrols of North Sea and Mediterranean Sea
- changed DECISION script for reducing AI Lend Lease and Murmansk Convoys, trigger is now when Russia recaptures Riga or Lvov
- revised UNIT scripts for arrival of British Australian/South African/Indian reinforcements to Egypt, and for Russian variant for New Tanks
- many more minor script adjustments and corrections to improve computer opponent performance
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3757
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: Advanced Third Reich Mod Update for Playtest

Post by pzgndr »

Alright, development and playtesting is done. Special thanks to Scott Clinton who helped playtest and offered helpful suggestions.

I posted an AAR HERE.

The files for the 1939 Campaign and the 1941 Scenario are HERE.

Enjoy!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
KorutZelva
Posts: 1578
Joined: Sat Feb 04, 2017 10:35 am

RE: Advanced Third Reich Mod Update for Playtest

Post by KorutZelva »

Is there a time table for community mods to be updated within the DLC?
Benedict151
Posts: 407
Joined: Fri Mar 04, 2016 10:16 am

RE: Advanced Third Reich Mod Update for Playtest

Post by Benedict151 »

Hello KorutZelva

Not at the moment I am afraid but we will look into it

regards
Ben Wilkins
User avatar
budd
Posts: 3151
Joined: Sat Jul 04, 2009 3:16 pm
Location: Tacoma

RE: Advanced Third Reich Mod Update for Playtest

Post by budd »

I have both versions installed, matrix and steam. I downloaded and unzipped the update into the community pack folder of my steam install,where the other campaigns are located.it shows up on the list and starts fine, haven't played yet.
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I don't buy all the wargames I want, I just buy more than I need.
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