Fall Weiss II - WIE 14.0 - (Ready for Download)

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dhucul2011
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by dhucul2011 »

Playing 6.1 and the changes are alot better.

1. Russia stills gets an amazing array of free units via script. That could be toned down slightly more? Make some corps -> divisions or maybe the Siberian transfers are too powerful or should come at half strength.
2. I kill and kill and kill and they still sit at 91% NM in June 1942 even after Stalingrad, Rostov, Kiev, Minsk, Smolensk, Odessa, Kharkov and Dnep have fallen. Maybe a slightly higher immediate morale drop in 1941?
3. Noticed that the city plunder from "The Hague" says plunder from "the Netherlands". Therefore we get a double plunder message when Netherlands also surrenders.
4. I also think that action points for mech/armor should be increased by 1.

Good work.
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crispy131313
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by crispy131313 »

1. I am going to re-review the USSR units again. It's been hard to re-balance with some of the changes to supply and the speed of research. I tried the Allies rathen than the Axis after finishing 6.1 and I think I have a better idea of where to make these adjustments, not only for the AI. One of the things I've noticed is that the Axis AI are not that great with the new supply rules on the Eastern Front, still trying to think about how to best approach that.
2. I noticed Soviet morale was high around June 42' as well, will tinker.
3. I'll fix that.
4. I'll try this out, it's been brought up before as well.
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crispy131313
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by crispy131313 »

Ok here is what 6.2 will look like;

- Improved German (AI) Diplomacy
- Corrected MPP from Irish Defense Force decision, increased to 25 MPP
- Added a minor supply event to 189,101 when Yugoslavia joins the Allies to stop the Allied AI from operating Greek/UK units into Yugoslavia
- Added two towns to Italian North Africa (Homs, Buerat)
- Portugal to begin with a strength 3 destroyer on map
- Increased Portugal build limit by 1 Destroyer
- Germany National Morale bonus (Barbarossa) increased ~1.5%
- USSR National Morale penalty (war entry) increased 4%
- USSR (AI) National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1943) increased 6%
- Germany (AI) MPP bonus post Barbarossa added
- Removed 1 Infantry Corps, 1 Infantry Army from Siberian Reserves
- Removed 1 Infantry Corps (Soviet Reserves - Moscow - War Entry)
- Removed 1 Infantry Corps (Soviet Reserves - Stalingrad - War Entry)
- Removed 1 Infantry Division (Soviet Reserves - Leningrad - War Entry)
- Removed USSR (AI) Bonus units (1941-42); 7 Infantry Army, 4 Infantry Corps, 2 Tank Corps, 2 Tactical Bomber, 2 Fighter
- Added USSR (AI) Bonus units (1941-42); 3 Infantry Divisions
- Removed Spying & Intelligence Chit (USSR)
- Removed Advanced Aircraft Chit (USSR)
- Research level 4 now progress at 4% per turn (was 5%)
- Added Germany (AI) event to strengthen Egypt garrison (50% of games)
- Increased Mechanized Division/Corps and Tank Division/Corps motorization by 1
- Reverted all Motorization costs of Tanks/Mech back to default (30% Germany, 20% all other nations)
- Early arrival of New Zealand and Australian forces in Egypt will result in one of the Infantry Corps arriving as an Infantry Division instead
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gdpsnake1979
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by gdpsnake1979 »

I downloaded 6.1 44.44MB, unpacked it and copied the files into the proper campaigns folder where the other mods are (they all show up and work) but there is no campaign in the start up menu (again, all the other mods are there.)
So I tried what you said and opened the .cgn file in the editor but all I get is an error: file read error. The other campaign files open fine. The unpacked .cgn file is 5001kb but copies into the campaign folder at 41,411 kb. The data file (2kb) is in there and opens normally. Am I missing something? I did this 3 times downloading and copying but all I get is a corrupted? Fall Weis II - WIE 6.1.cgn file.
Please advise, thank you.
EDIT: The .cgn file did open in word pad but you can't really see anything (I can't read the glop) but it does mean the code is in there.
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crispy131313
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: gdpsnake1979

I downloaded 6.1 44.44MB, unpacked it and copied the files into the proper campaigns folder where the other mods are (they all show up and work) but there is no campaign in the start up menu (again, all the other mods are there.)
So I tried what you said and opened the .cgn file in the editor but all I get is an error: file read error. The other campaign files open fine. The unpacked .cgn file is 5001kb but copies into the campaign folder at 41,411 kb. The data file (2kb) is in there and opens normally. Am I missing something? I did this 3 times downloading and copying but all I get is a corrupted? Fall Weis II - WIE 6.1.cgn file.
Please advise, thank you.
EDIT: The .cgn file did open in word pad but you can't really see anything (I can't read the glop) but it does mean the code is in there.

I'm not sure the cause, i'm going to upload 6.2 probably today maybe it will work for you? Have you played a previous version successfully?
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gdpsnake1979
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by gdpsnake1979 »

Crispy,
Thanks for the quick response.
I actually downloaded the latest patch to the main game. When I did, I had two pages of campaigns to choose from and Fall Weis 20 was one of them. Perhaps the menu simply did not allow for the large number of mods until the latest patch? In any case, halfway through a playthrough now.
Just curious why the mod shows as Fall Weis 20 instead of 6.1?
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crispy131313
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by crispy131313 »

Fall Weiss 20 was a version included on the community pack and is quite dated. I have many pages of mods I don’t think there is a limit. Maybe know that you have the patch you should try install again?
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gdpsnake1979
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by gdpsnake1979 »

So I redownloaded 6.1 and still had the same problem. It would not show up. Frustration makes for innovation so I looked at the files and noticed the data file was older than the .cgn file (Should have been today's date). I deleted that data file guessing that a new data file needed to be generated on the first boot of the game.
I was right. If you hear this problem again, suggest that the person delete the data file then try again.
So I can start a 6.1 game just in time for 6.2 to show up. LOL! Is it up yet?
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crispy131313
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by crispy131313 »

lol I forgot to put it up, I'll have to upload it later today!

Glad to hear you figured out the fix!
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dhucul2011
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by dhucul2011 »

Hey Crispy.

Continued great work.

Why is German motorization more expensive than anyone else?

When I used to do Modding I was a big believer that all major nations should have the same basic unit attributes and that starting differences should be in the levels of research, especially the "Warfare" categories as well as NM.

For example, while Germany starts at higher IW and AW, the USSR starts at zero and lower morale etc.

The reason being is that how can a Romanian Corps be any better than a starting Italian Corps. The starting differences should be in HQ values, traing (the "warfare's") and NM.
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Elessar2
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by Elessar2 »

Historically, the Germans basically threw every truck they could find/salvage/steal into their motor pools; the rationale apparently is that motorizing even a portion of their army would require an expansion of their economic/industrial base that would likely totally exhaust it. Note the western Allies pretty much pulled it off.
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crispy131313
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by crispy131313 »

Elessar is right in why I've maintained this. It is actually a difference that was always in the game (vanilla as well) and that why I kept it in place because it made sense. There are still some other slight tweaks in units such as Soviet Infantry being less expensive, however the cost of upgrading them is slightly higher, as well as the varied cost of naval surface fleet reinforcements. But generally I've maintained most units to equilibrium (USSR and Italian units used to be very differential) and embraced the various "warfare" tech slots as well as tweaked national morale a lot to keep in flow of a normal game.

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dhucul2011
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RE: Fall Weiss II - WIE 6.1 - (Ready for Download)

Post by dhucul2011 »

Makes sense to me!

Upload dude!! [:D]
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

https://www.dropbox.com/s/dejkz4w4vrs4w ... 2.zip?dl=0

Full list of changes:

- Improved German (AI) Diplomacy
- Corrected MPP from Irish Defense Force decision, increased to 25 MPP
- Added a minor supply event to 189,101 when Yugoslavia joins the Allies to stop the Allied AI from operating Greek/UK units into Yugoslavia
- Added two towns to Italian North Africa (Homs, Buerat)
- Amended Guard/Supply scripts for Homs, Buerat
- Portugal to begin with a strength 3 destroyer on map
- Increased Portugal build limit by 1 Destroyer
- Germany National Morale bonus (Barbarossa) increased ~1.5%
- USSR National Morale penalty (war entry) increased 4%
- USSR (AI) National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1942) decreased ~3.5%
- USSR National Morale bonus (1943) increased 6%
- Germany (AI) MPP bonus post Barbarossa added
- Removed 1 Infantry Corps, 1 Infantry Army from Siberian Reserves
- Removed 1 Infantry Corps (Soviet Reserves - Moscow - War Entry)
- Removed 1 Infantry Corps (Soviet Reserves - Stalingrad - War Entry)
- Removed 1 Infantry Division (Soviet Reserves - Leningrad - War Entry)
- Removed USSR (AI) Bonus units (1941-42); 7 Infantry Army, 4 Infantry Corps, 2 Tank Corps, 2 Tactical Bomber, 2 Fighter
- Added USSR (AI) Bonus units (1941-42); 3 Infantry Divisions
- Removed Spying & Intelligence Chit (USSR)
- Removed Advanced Aircraft Chit (USSR)
- Research level 4 now progress at 4% per turn (was 5%)
- Added Germany (AI) event to strengthen Egypt garrison (50% of games)
- Increased Mechanized Division/Corps and Tank Division/Corps motorization by 1
- Reverted all Motorization costs of Tanks/Mech back to default (30% Germany, 20% all other nations)
- Early arrival of New Zealand and Australian forces in Egypt will result in one of the Infantry Corps arriving as an Infantry Division instead
- Removed duplicate unit script (AI only - USA Pacific Fleet)
- Amended reinforcement cost of Carriers to 5% (for all nations)


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dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

Hey Crispy. Did you do anything to "Anti-War Propaganda Spreading Disaffection in French Army" script? Its firing every turn.
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: dhucul2011

Hey Crispy. Did you do anything to "Anti-War Propaganda Spreading Disaffection in French Army" script? Its firing every turn.

Nope it’s random every turn just bad luck, just checked it too
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dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

Too funny.

Playing well so far.......
dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

1. Malta needs an adjustment downwards. German HQ, Four German TAC at GA2, two German Medium at GA2, One Italian Medium at GA1, all ports reduced to zero and it hangs on for eight turns.....Is it getting supply somehow? I can't tell without spotting.
2. USSR unit density a bit better but still so overwhelming in Spring 1942. Soooooo many tank corps on every front.
3. There are too many Allied destroyers. 1941 into 1942 should be the U-Boat "happy time" but there are so many DDs.
4. The UK navy sailed right up to Venice to attack the RM. Not expecting that! Nice.
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: dhucul2011

1. Malta needs an adjustment downwards. German HQ, Four German TAC at GA2, two German Medium at GA2, One Italian Medium at GA1, all ports reduced to zero and it hangs on for eight turns.....Is it getting supply somehow? I can't tell without spotting.
2. USSR unit density a bit better but still so overwhelming in Spring 1942. Soooooo many tank corps on every front.
3. There are too many Allied destroyers. 1941 into 1942 should be the U-Boat "happy time" but there are so many DDs.
4. The UK navy sailed right up to Venice to attack the RM. Not expecting that! Nice.

1 - Did you disrupt the supply of Malta itself (not just the ports)? There are no shenanigans other than an experienced unit if the UK upgrades the aircraft defenses via decision event
2 - I'll have to defer this, I am also trying a campaign but it's been anything but historic, but I never found Soviet units high until the beginning of 1943 (a note on this to follow)
3 - I am pretty sure the Axis receives additional U-boats as well, were your U-boats wiped out?
4 - It's always nice when the AI surprises.

I'm playing my first Axis match since my PBEM right now, having lost against the AI the previous I decided to try something different this game. The AI were on board apparently bringing Portugal into the war early. There was no invasion of Norway, and I attempted a simultaneous Sealion and all of France Gambit. The French gambit worked, Spain was eventually brought into the war after capturing Gibraltar, and I managed to bring Greece into the Axis camp the same year. Sealion was a year long fight and was eventually defeated by the Americans (who entered early) with their pesky Amphibious landings. After saving the British, both nations have invaded the Iberian Peninsula and now in early 1943 it's become an all out war along the Portuguese/Spanish border. In North Africa it's been a see-saw, the DAK were pushed back to Homs (near Tripoli) but are now fighting Canadian and American forces near Alexandria and Cairo. As for the Eastern Front I was severely stretched during Barbarossa but even still Axis and Soviet units were about on par manpower wise all through the end of 1942. Currently fighting for lines near Leningrad, Smolensk, Kursk, Kharkov in March 1943. Soviet units were in the 90-110 range throughout all of 1942. I've only destroyed 3 Soviet Tank Armies, 8 Tank Corps and 12 Tank Divisions through 2 years of the war.
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dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

Check the NM script for loss of Murmansk. I think Soviet morale went up when it was lost to the Finns.

I'm having a great game but Russian NM is still way too high. Its 99% in Summer 1943 and I have Leningrad, Stalingrad, Odessa, Murmansk, Kharkov, Dnep, Minsk, Smolensk and Kiev. With the landing in France in May 1943 they jumped to 108%! Its kind of a game breaker.
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