Advanced Third Reich Mod v1.1

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Kossatx
Posts: 97
Joined: Sun Aug 16, 2015 5:48 pm
Location: Spain

RE: Advanced Third Reich Mod v1.1

Post by Kossatx »

I like your mod very much, the map is great, not as the official with the problem of mercator projection. I have a question, If the spirit of your mod is to simulate the Advanced Third Reich boardgame, why did you have included bomber counters?
pzgndr
Posts: 3710
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: Advanced Third Reich Mod v1.1

Post by pzgndr »

ORIGINAL: Kossatx
I like your mod very much, the map is great, not as the official with the problem of mercator projection. I have a question, If the spirit of your mod is to simulate the Advanced Third Reich boardgame, why did you have included bomber counters?

Thank you. The map is an adaptation of the World in Flames map scaled to Third Reich, with the idea that the nation borders and terrain features are more accurate. For air units, I did experiment in previous versions with having only generic 5-4 air fleets but found the limited number did not provide the player with sufficient flexibility to break down and perform different missions. It was either very intense air combat or ground support. Just didn't feel right at this scale? Here, players have flexibility.

Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3710
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: Advanced Third Reich Mod v1.1

Post by pzgndr »

While I'm here, here's an update on v1.2. I have wrapped up my playtesting and sent files to Hubert. Stand by for some news about release. Here's the version notes:
=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.2
=================================================================

DATA CHANGES
- reduced Russia initial mobilization from 30% to 25%
- slightly reduced chances by 5-10% for sandstorms in Africa and Middle East, snow in Europe during winter, and significant reductions in frozen weather (to permit more effective combats)
- doubled initial BRPs to help jumpstart spending options
- made significant revisions to economics to get back to boardgame originals:
-- all industrial areas now 20 BRPs and all oil now 30 BRPs
-- Britain (was getting about 80/turn and should have been getting 125/turn)
- Hamilton added as Canadian industrial area
- one Canadian oil for variant and one for total war increase if London occupied by Axis
-- France (was getting about 70/turn and should have been getting 80/turn)
- changed Sedan to major city (this also helps Germany)
-- United States (production should now approach 400 BRPs by 1944)
- changed Syracuse, Rochester, and Pittsburgh to industrial areas
- deleted Charlotte
- total of seven oil; one increase each year 1940-45, plus one increase upon DOW
-- Russia (production should now approach 180 by 1944)
- changed Yaroslavl, Voronezh, Dnepropetrovsk, and Kuibyshev to minor cities
- total of three oil; two increases in 1941 at war, one in 1942
- three additional oil; two for increase if Leningrad/Moscow occupied by Axis, one for variant
-- Germany
- Ploesti oil increase in 1943 for total war production
- no change to Leuna oil variant, but value is now greater
-- Italy
- no changes
- deleted Palestine and Trans-Jordan as separate minor countries and made whole area Egypt (now all 15 BRPs subject to convoy losses)
- increased Germany max research of Industrial Technology to 2 chits, to allow it to reach level 5
- added strength 5 fleets to the P/Q: Britain, Jan 1940; Italy, May 1940; Germany, July 1940.
- made adjustments to Strategic Warfare to increase economic losses
-- increased U-Boat raid multiplier from 10 to 15
-- increased Strategic Bomber resource attack from 4 to 5
- fixed CTV data for Vichy France armor
- changed air op restrictions for Spain/Turkey/Yugoslavia to Home/Controlled
- changed CTV data for Partisans to allow only soft defense 1
- restricted United States infantry and armor builds until September 1941
- added jet_interceptor custom sound for anti_air_attack Interceptors
- reduced Rockets attack/defense values except for strategic attack and soft defense

SCRIPT CHANGES
- adjusted OFFENSIVE scripts for Germany attacking Yugoslavia and Russia
- adjusted GUARD scripts for Germany garrison of Poland/Eastern Front and British garrison of Palestine/Trans-Jordan
- adjusted GUARD scripts for Italy garrison to include Naples with Rome/Taranto/Messina as default defense
- adjusted GUARD scripts for Germany garrison of Albania and Greece prior to Italy surrender
- adjusted STRENGTH scripts to slightly reduce effects of supply shortages, generally from 2-4 to 1-3
- fixed STRENGTH scripts for Axis AI games for Allied supply shortages, now requiring United States not yet at war
- added STRENGTH scripts for excessive German units (5+) in the Tobruk-Alexandria corridor
- adjusted RESOURCE scripts for Russian BRPs, loss of Smolensk OR Kiev triggers Urals Industry Transfer, failsafe 1943
- adjusted RESOURCE scripts for economics changes discussed above
- adjusted UNIT scripts to change failsafe date of Russian 3-3 infantry to 1942 and Siberian Transfer to 1947
-- changes require loss of Smolensk OR Kiev to trigger 3-3 infantry
-- changes require United States war entry to trigger Siberian Transfer
- adjusted UNIT scripts for arrival of extra fleets (British AI 1942 to 1941, United States AI 1942)
- adjusted UNIT scripts to reduce additional unit variants from 10% to 5%
- added UNIT script for de Gaulle HQ and Free French unit arrivals upon liberation of France
- fixed unit script error for Free French unit in Syria
- fixed CONVOY scripts bug to reduce Lend Lease and Murmansk convoys based on Russian advances
- adjusted CONVOY scripts to reduce convoy seasonal reductions, except for Murmansk Convoys (U-Boats will have to inflict losses)
- adjusted CONVOY scripts to slightly reduce Lend Lease and Murmansk Convoy percentages
- adjusted SURRENDER_2 scripts for Italy surrender, more consistent with A3R rules
-- surrender requires Axis has no units in North Africa and Sicily
-- surrender requires Allies have a unit (single) on mainland Italy in range of Taranto or Rome
- adjusted AMPHIBIOUS and AMPHIBIOUS_MINOR scripts for improved Allied invasions of Sicily and Italy
- added new FREE_UNIT script for Romanian units transferred to Russian control (75% chance) when Romania surrenders
- adjusted US MOBILIZATION_2 scripts to reduce range from 6 to 5 for Italian fleets approaching Alexandria/Gibraltar
- added SURRENDER_2 scripts for Allied invasion of Vichy Syria and Lebanon around 1941/06/08
- PARTISAN scripts should now work with #ADD_UNIT= 2 force pool limits in v1.15
- revised WAR_ENTRY scripts for Iraq, now variable pro-Axis coup (10%) or pro-Allied coup (40%) o/a 1941/04/01
- changed WAR_ENTRY scripts to MOBILIZATION_3 scripts for pro-Allied events for Axis-aligned minors
-- pro-Allied coups for Spain, Sweden, and Yugoslavia
-- Free French variant activations for Algeria, Morocco, Syria, and Tunisia

Personally, while I recommend playing the AI at least at the Veteran +1 difficulty level, I found that I need the Expert +2 level for a decent challenge. +2 Unit Experience is sometimes pretty tough to beat, though. Hubert's fuzzy logic generic AI is really very good, but it does have its weaknesses so players need to give it some extra help. I will have some more to say about my playtesting observations when we get to release.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Kossatx
Posts: 97
Joined: Sun Aug 16, 2015 5:48 pm
Location: Spain

RE: Advanced Third Reich Mod v1.1

Post by Kossatx »

Great! Where can we download the v1.2.?
Batavian
Posts: 45
Joined: Mon Jul 19, 2004 12:59 am

RE: Advanced Third Reich Mod v1.1

Post by Batavian »

Thank you for all your hard work Bill.
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