1939 World at War Experimental MOD

Moderator: Hubert Cater

gwgardner
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RE: 1939 World at War Experimental MOD

Post by gwgardner »

If anyone is playing this mod, please give us an update on how its going.

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Hubert Cater
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RE: 1939 World at War Experimental MOD

Post by Hubert Cater »

ORIGINAL: Tanaka

Looking at the mod changes appears to be a mistake that GB MPP is reduced to 5?

This is correct as it was a very quick adjustment / mod experiment on our end. Goal was to adjust the per turn income for all majors to be the same after every two turns.

The only way to do this, without adjusting the convoys income calculations, was to lower base incomes and in this case it lowered England's base income considerably.

If this was an official campaign we woukd do things differently, and this was just a quick one to get a rough idea on how it would play etc.
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RE: 1939 World at War Experimental MOD

Post by Numdydar »

ORIGINAL: gwgardner

If anyone is playing this mod, please give us an update on how its going.

I finished the game I was playing using this mod and found the time scale change GREATLY improved the feel of the game for me. I ended up winning as the Axis in '43 as on Normal difficulty. So not a real good balance test as the AI still does some really stupid things. But that is not the mods fault, just the game in general.

I easily invaded England since the Ai decided to take most of the land forces out and send them to Egypt/Middle East. So the Air units killed a few units around Portsmouth and the rest was history [:)]

But again, I took this mod and halved the maximum tech allowed by everyone.

But I think this actually makes the advantage a human player has over the AI even stronger. Since it really forces the player to really focus on critical techs (since you can research even fewer things at the same time versus from stock). This is because AI will 'waste' research on secondary techs while the player has to be more focused.

So what I think to make this better would be to allow the AI max research to be 75% of stock and keep the player at 50% to make this mod more balanced. This way the AI is not so heavily punished with research. And again this would be a recommendation for Normal difficulty.


One further note is after I finished the game using this mod, I went back and tried a regular game and just could not finish it. It just felt so wrong.

I have played SC2, all the SC3 versions and none of the different timescales in those games felt as bad as the time timescale in this game. Although it did take me a bit to get used to the variable length game turns in SC3 [:)] But even with that the time scale felt correct. Weekly turns in good weather, longer turns in bad. It made sense.


I'm very glad that there are a lot of people enjoying the game as is. As it clearly shows the dedication that Hubert and Bill have to the series. But for me it looks like I will not be one of these people that enjoy the base game. Maybe I've been spoiled by the previous titles or something else. But I just cannot play the stock game with 14 day turns. Maybe SC 4 will go back to the way the previous titles worked. I'll be waiting [:)]
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Tanaka
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RE: 1939 World at War Experimental MOD

Post by Tanaka »

I've also modded my game to 7 day turns and halved research and am really enjoying it. Will report back as I go along. As Hubert says things do tend to go along a little faster than historical. France also fell in March in my game. I think a little bigger map would have helped with this so maybe an expert modder will step in.
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gwgardner
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RE: 1939 World at War Experimental MOD

Post by gwgardner »

ORIGINAL: Numdydar




I'm very glad that there are a lot of people enjoying the game as is. As it clearly shows the dedication that Hubert and Bill have to the series. But for me it looks like I will not be one of these people that enjoy the base game. Maybe I've been spoiled by the previous titles or something else. But I just cannot play the stock game with 14 day turns. Maybe SC 4 will go back to the way the previous titles worked. I'll be waiting [:)]

Thanks for the update. It's great to hear that the mod works pretty well. Id' be interested to hear about your experience too, Tanaka, and anyone else.

I agree concerning the base game turn sequence/time. I'm trying the campaign game now with Seasonal, simultaneous turns (weekly turns summer, fall; 1 month turn winter; 2week turns spring). I've reduced resource production by 75% overall, but it's normalized for the longer Winter and Spring turns, and reduced research advances by generally 70%. Haven't touched the scripts.

I also made maritime bombers cheaper and quicker to reinforce. I tend to stick with the historical timeline, so will start invasions at the historical times just to see how things go from that standpoint.

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RE: 1939 World at War Experimental MOD

Post by Tanaka »

ORIGINAL: gwgardner
ORIGINAL: Numdydar




I'm very glad that there are a lot of people enjoying the game as is. As it clearly shows the dedication that Hubert and Bill have to the series. But for me it looks like I will not be one of these people that enjoy the base game. Maybe I've been spoiled by the previous titles or something else. But I just cannot play the stock game with 14 day turns. Maybe SC 4 will go back to the way the previous titles worked. I'll be waiting [:)]

Thanks for the update. It's great to hear that the mod works pretty well. Id' be interested to hear about your experience too, Tanaka, and anyone else.

I agree concerning the base game turn sequence/time. I'm trying the campaign game now with Seasonal, simultaneous turns (weekly turns summer, fall; 1 month turn winter; 2week turns spring). I've reduced resource production by 75% overall, but it's normalized for the longer Winter and Spring turns, and reduced research advances by generally 70%. Haven't touched the scripts.

I also made maritime bombers cheaper and quicker to reinforce. I tend to stick with the historical timeline, so will start invasions at the historical times just to see how things go from that standpoint.

Interesting ideas to try. I've also thought about lowering AP a bit. Anyone know how to do this in the editor? Can't seem to find it?
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RE: 1939 World at War Experimental MOD

Post by gwgardner »

ORIGINAL: Tanaka


I've also thought about lowering AP a bit. Anyone know how to do this in the editor? Can't seem to find it?

edit combat target data



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RE: 1939 World at War Experimental MOD

Post by Tanaka »

ORIGINAL: gwgardner

ORIGINAL: Tanaka


I've also thought about lowering AP a bit. Anyone know how to do this in the editor? Can't seem to find it?

edit combat target data



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Ah finally thank you!
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Tanaka
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RE: 1939 World at War Experimental MOD

Post by Tanaka »

I've found that reducing income and increasing tech costs to be much more effective in slowing things down for 7 day games than just halving research points. I've also lowered AP a bit among other things. I'm really enjoying my game now.
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RE: 1939 World at War Experimental MOD

Post by Numdydar »

Increasing tech costs has the same impact as halving max research if you doubled the costs for each tech.

The mod already has halved the income in case you missed that note.
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Tanaka
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RE: 1939 World at War Experimental MOD

Post by Tanaka »

ORIGINAL: Numdydar

Increasing tech costs has the same impact as halving max research if you doubled the costs for each tech.

The mod already has halved the income in case you missed that note.

Yeah I went back and undid the halving of research points. I reduced the income even more than the mod.
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