Fall Weiss II - WIE 14.0 - (Ready for Download)
- crispy131313
- Posts: 2125
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RE: Fall Weiss II
I have re-uploaded the file for anyone who was having trouble. The link is the same:
https://www.dropbox.com/s/9p2uneuxzet92 ... 0.zip?dl=0
https://www.dropbox.com/s/9p2uneuxzet92 ... 0.zip?dl=0
Fall Weiss II - SC3 Mod
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RE: Fall Weiss II
Would be nice if you could actualize the new version into the Matrix modlist, if possible.
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
RE: Fall Weiss II
ORIGINAL: Sugar
Would be nice if you could actualize the new version into the Matrix modlist, if possible.
I am open to it, I'm not sure how often the DLC will be updated however.
Fall Weiss II - SC3 Mod
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- Cataphract88
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- Location: Britannia
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
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RE: Fall Weiss II
Small rent here XD (still love the mod though XD)
so started a new ver 11 as italy
seems the bonus to the UK is over done in the middleast lol , realistically when north africa was starting UK had roughly 36000 men , and italy had like 270000 , yet in game starting italy in north africa is 2 units and 1 unit of arty ok so i spend my (already low as hell) resources to move my main land unit to africa , i had no pre war build up at all because of this , be it research or build / fix my understrength units , then the war started and theres like 10 + units from UK alL ELITE bonus and research bonus , while my already low stack count and quality makes it not even a contest for UK not at all. at least give them back thier numbers as per historically
and perhaps add a special event to move the mainland italy units without costing that much resources ? it seemns impossible to win north africa at all with italy at this set up lol (and also malta does way too much damage to supply way way too much lol)
anyway , good mod though , love the new eastern front addons so far (opened a second game as soviets)
so started a new ver 11 as italy
seems the bonus to the UK is over done in the middleast lol , realistically when north africa was starting UK had roughly 36000 men , and italy had like 270000 , yet in game starting italy in north africa is 2 units and 1 unit of arty ok so i spend my (already low as hell) resources to move my main land unit to africa , i had no pre war build up at all because of this , be it research or build / fix my understrength units , then the war started and theres like 10 + units from UK alL ELITE bonus and research bonus , while my already low stack count and quality makes it not even a contest for UK not at all. at least give them back thier numbers as per historically
and perhaps add a special event to move the mainland italy units without costing that much resources ? it seemns impossible to win north africa at all with italy at this set up lol (and also malta does way too much damage to supply way way too much lol)
anyway , good mod though , love the new eastern front addons so far (opened a second game as soviets)
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
RE: Fall Weiss II
I have received a lot of feedback regarding the British AI advantage in North Africa, it is often the one sour point, so I will look into making this an option (like a hard mode) since it is really the only unhistorical piece of the game I have included. I still include it because it's the only way I find the British have a chance at pressing Italy.
Malta remains only as effective as the Vanilla campaign.
Malta remains only as effective as the Vanilla campaign.
Fall Weiss II - SC3 Mod
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RE: Fall Weiss II
ORIGINAL: crispy131313
I have received a lot of feedback regarding the British AI advantage in North Africa, it is often the one sour point, so I will look into making this an option (like a hard mode) since it is really the only unhistorical piece of the game I have included. I still include it because it's the only way I find the British have a chance at pressing Italy.
Malta remains only as effective as the Vanilla campaign.
Maybe you can have the same effect without going so unhistorical, but simply downgrading the italians.
- crispy131313
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RE: Fall Weiss II
Italy is balanced for PBEM play, it is to offset the tendency for a human player to simply stack the cards against Egypt when playing the AI that I wanted to counter.
Do you have any suggestion to implement against the AI?
Do you have any suggestion to implement against the AI?
Fall Weiss II - SC3 Mod
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RE: Fall Weiss II
On the other side of the coin, how many freebies does the Axis AI get on Expert mode? I'm in August 1941, and the Germans have 3xHQ in North Africa; I've destroyed 2 tank corps but there's still a third 12-stength tank corps plus a mechanized corps.
If I turn off FOW there's a solid wall of Italian/German units 3-4 hexes deep attacking Greece, including FOUR Italian HQs... how does Italy afford that? Something like a dozen U-boats all over the map.... plus of course massive forces operating in Russia...
If I turn off FOW there's a solid wall of Italian/German units 3-4 hexes deep attacking Greece, including FOUR Italian HQs... how does Italy afford that? Something like a dozen U-boats all over the map.... plus of course massive forces operating in Russia...
- crispy131313
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RE: Fall Weiss II
ORIGINAL: Professor Chaos
On the other side of the coin, how many freebies does the Axis AI get on Expert mode? I'm in August 1941, and the Germans have 3xHQ in North Africa; I've destroyed 2 tank corps but there's still a third 12-stength tank corps plus a mechanized corps.
If I turn off FOW there's a solid wall of Italian/German units 3-4 hexes deep attacking Greece, including FOUR Italian HQs... how does Italy afford that? Something like a dozen U-boats all over the map.... plus of course massive forces operating in Russia...
The Axis get quite a bit, but no more then is necessary to allow historic gains against a human player vs an AI opponent.
I played one match of 11.0 as the Allies. In the Eastern Front I was able to hold the three major cities of Leningrad, Moscow & Stalingrad (which were heavily contested). The Soviets are on the clear offensive now. The DAK were defeated in 42' while Italy was knocked out by the American's historical progression in early 43'. The Kriegsmarine has been defeated in the Atlantic, The last successful convoy raid was fall of 42'. I re-cap this as to make a point that the game is still very winnable despite it's the daunting display you may see with FOW lifted.
Utilizing fog of war the additional units shouldn't look out of place either. I know this is a severe handicap at first glance but I designed the scenario to be somewhat more challenging then I found the vanilla campaign ever would be (for me) and the only way I could achieve some semblance of historical outcomes against the AI.
I have put quite a bit of effort into balancing PBEM, you may want to test the campaign against another player to see if you find it more enjoyable.
Fall Weiss II - SC3 Mod
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RE: Fall Weiss II
Thanks Crispy - I'm letting the computer handle Russia, so hopefully I'm not doomed!
I think it was the number of U-boats that seemed particularly daunting. Given that it seems to take me at least 15 destroyer or carrier attacks to kill each U-boat, and that most successful attacks take down my strength a point or two, the time and MPPs just consumed by replenishing my ASW forces seems distressing - not even thinking about the convoy losses. Unless I'm missing something, it doesn't seem like the human vs AI advantage is that high with the way the game handles ASW combat. We'll see - escort carriers and airships in the pipeline.
I think it was the number of U-boats that seemed particularly daunting. Given that it seems to take me at least 15 destroyer or carrier attacks to kill each U-boat, and that most successful attacks take down my strength a point or two, the time and MPPs just consumed by replenishing my ASW forces seems distressing - not even thinking about the convoy losses. Unless I'm missing something, it doesn't seem like the human vs AI advantage is that high with the way the game handles ASW combat. We'll see - escort carriers and airships in the pipeline.
- crispy131313
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RE: Fall Weiss II
ORIGINAL: Professor Chaos
Thanks Crispy - I'm letting the computer handle Russia, so hopefully I'm not doomed!
I think it was the number of U-boats that seemed particularly daunting. Given that it seems to take me at least 15 destroyer or carrier attacks to kill each U-boat, and that most successful attacks take down my strength a point or two, the time and MPPs just consumed by replenishing my ASW forces seems distressing - not even thinking about the convoy losses. Unless I'm missing something, it doesn't seem like the human vs AI advantage is that high with the way the game handles ASW combat. We'll see - escort carriers and airships in the pipeline.
ASW combat is the same across the board, I don't even think there is an AI handicap option. It seems you are just having particularly bad luck with attacks against the Subs.
Good luck regardless, let me know how you fare!
Fall Weiss II - SC3 Mod
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RE: Fall Weiss II
Hi again Crispy - Is the USA not supposed to be able to produce Mechanized units?
- crispy131313
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RE: Fall Weiss II
ORIGINAL: Professor Chaos
Hi again Crispy - Is the USA not supposed to be able to produce Mechanized units?
That was intended as I'm not aware of the use of American Mechanized Units other then that which were included in American Armored Divisions (of which I've included).
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- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
RE: Fall Weiss II
ORIGINAL: crispy131313
Version 11.0 has been uploaded
https://www.dropbox.com/s/9p2uneuxzet92 ... 0.zip?dl=0
The main changes I've made since 9.1 (available with the DLC) are listed below.
Pro Allied:
- Added some units to USSR Production Que (to assist with 1941-42 Winter Counter Offensive)
- Added some USSR infantry reserve units in 1941 via events (3 Divisions, 2 Corps, 1 Army)
- Added UK Research chit into Infantry Weapons
- Blocked Italian Diplomacy Towards Greece
- Increased USA Industrial Technology multiplier upwards by 5%
- Reduced Italian Battleships to strength 8 to start the campaign
- UK player will now receive Duke of York Battleship (1941) and Howe Battleship (1942) rather then just AI
- Amended Turkish Mobilization After Invasion of Poland
- Changed Iraqi Reinforcements (via situational decision) to produce an Iraqi Garrison instead of an Infantry Division
Pro Axis:
- Added late war German Decision Events to deplete Kriegsmarine of personnel and form Infantry Divisions
- Hungary will now reinforce Fall Blau with an Infantry Corps rather then Infantry Division
- Increased Romania HQ Build Limit by 1
- Reduced German Industrial Tech cost to 125
Neutral:
- Lutzow Decision is now for a Heavy Cruiser
Housekeeping:
- Updated NATO Sprites
- Minor updates (popups, notes to decisions).
- Some changes to AI Units, Diplomacy etc. (Single Player)
- Updated for changes/fixes in BETA patches which went live today as applicable.
Most of these changes were to restore balance as the Axis may have tilted ahead a bit in version 9.1
I've uploaded version 12.0 with changes listed below. There has been many changes since 9.1 (included in DLC) so I have quoted the above for reference as well.
Changes from version 11.0
- Added British Decision event & unit scripts for Allied invasion of Norway
- Amended German Decision Event & Unit Scripts for Invasion of Norway to make "No" a viable option
- Added USSR Decision event & unit scripts for Civilian Engineers Near Moscow
- Removed British AI Unit Events "Mobile Units" & "Allied Air Presence" as per popular demand as they were not historical.
- Added some ancillary British AI Units later in the North African campaign
- Added Dummy Events for Plunder of Warsaw, Brussels, Paris, Moscow, Stalingrad and Leningrad if Switzerland is Pro-Axis and facilitating German trade and gold storage.
- The Altmark Incident (National Morale event) will now only fire if Norway is Axis leaning
- Increased German MPP from 50 to 100 to start the campaign
- Increased UK MPP from 100 to 125 to start the campaign
- Decreased USSR MPP from 150 to 125 to start the campaign
- Decreased USA Industrial Modifier from 80% to 70% to start the campaign
- Soviet Reserves (Moscow, Stalingrad, Lengingrad) will now only deploy on Allied turn
- Amended Sweden's Build Limits to allow purchase of a Medium Bomber
- Added a Tank Division and Medium Bomber to Sweden's Production Que (1943)
- Removed 1 Shock Army & 1 Rocket Artillery From USSR Production Que (1941)
- Reduced USSR Industrial Technology Investment from 2 to 1 to start the war
- Amended British Fighters as per Vanilla game (The British Fighters that arrive in the production queue in May 1940 now arrive with Full Research & a half strength Fighter is added to the Production Queue to arrive in mid-August 1940)
- Increased O'Connor HQ strength from 8 to 10 (taken as per Vanilla game)
- Increase cost of Italian preparations and supplies for an offensive into Egypt from 25 MPP to 35 per turn (8 turns)
- Some few other minor changes (i.e. ETNA Name fixed)
https://www.dropbox.com/s/xpitoop8dhf5k ... 0.zip?dl=0
Fall Weiss II - SC3 Mod
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RE: Fall Weiss II
Thanks for the update Crispy. When I start another PBEM it's going to be with your new version so I appreciate the continued support and tweaking.
RE: Fall Weiss II
QUICK QUESTION; DOWNLOADED THE FILE AND USED THE EDITOR AS YOU SUGGESTED; SAVED AS ANOTHER TITLE.
WENT TO THE GAME AND OPENED IT AND LOADED THE NEW TITLE VERSION; WHEN STARTING IT SHOWED CUSTOM AND SAME
INFORMATION LIKE WITH FALL WEISS 9.1 BUT THEN WHEN LOADED THE GAME AND PLAYED A COUPLE ROUNDS EVERYTHING LOOKED EXACTLY LIKE THE ORIGINAL GAME. MAP/UNITS/NEW UNITS ETC
THOUGHTS/IDEAS?????
HITECH
WENT TO THE GAME AND OPENED IT AND LOADED THE NEW TITLE VERSION; WHEN STARTING IT SHOWED CUSTOM AND SAME
INFORMATION LIKE WITH FALL WEISS 9.1 BUT THEN WHEN LOADED THE GAME AND PLAYED A COUPLE ROUNDS EVERYTHING LOOKED EXACTLY LIKE THE ORIGINAL GAME. MAP/UNITS/NEW UNITS ETC
THOUGHTS/IDEAS?????
HITECH
RE: Fall Weiss II
I sent you a PM with a similar question. If someone has an ongoing game with an earlier version than the latest version 12 - is it possible to load version 12 like a separate mod and start a game also with v12 at the same time as the ongoing game with an earlier version continues?
Also can the mod be loaded if you play on Steam?
Also can the mod be loaded if you play on Steam?
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
RE: Fall Weiss II
ORIGINAL: jjdenver
I sent you a PM with a similar question. If someone has an ongoing game with an earlier version than the latest version 12 - is it possible to load version 12 like a separate mod and start a game also with v12 at the same time as the ongoing game with an earlier version continues?
Also can the mod be loaded if you play on Steam?
Each version of Fall Weiss is a stand alone campaign (because I included version # in the title) so they are never overwritten, I am currently playing two different versions on PBEM, it should not be any problem at all. For example if you are playing Fall Weiss 10.0 you could download 11.0 and play both separately.
Also yes the mod will run on Steam as well.
Fall Weiss II - SC3 Mod
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