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

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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: 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.


Maybe the AI bonuses for Soviet Morale are not necessary, for older games I felt like Soviet morale was diving into the 50s from losses but I’m not experiencing that now either. I wonder if this is due to some change in the game engine.
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dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

I'm not sure what is happening but I would suggest the following:

1. Make the initial shock of war NM drop even higher. That should allow the Axis more historical gains in 1941. USSR NM should be down in the low 70s by end of 1941.
2. Give a small bump up in NM in early 1942 as the "USSR Recovers from the Shock of the Initial Invasion".
3. Give another bump in early 1943 as "War on the Eastern Front Continues".
4. One more small one in mid 1943 if Moscow still held.
5. Have the NM hit for losing Moscow, Stalingrad and Leningrad higher than current. It should be a big blow, especially Moscow.
6. Reduce the size of the Allied landing NM bumps slightly.

I like the dynamic NM it just doesn't seem to be working as intended for the USSR.

One other item.

When the US landed in Algeria there was a pop up for something with the Algerian flags but no text.

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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: dhucul2011

I'm not sure what is happening but I would suggest the following:

1. Make the initial shock of war NM drop even higher. That should allow the Axis more historical gains in 1941. USSR NM should be down in the low 70s by end of 1941.
2. Give a small bump up in NM in early 1942 as the "USSR Recovers from the Shock of the Initial Invasion".
3. Give another bump in early 1943 as "War on the Eastern Front Continues".
4. One more small one in mid 1943 if Moscow still held.
5. Have the NM hit for losing Moscow, Stalingrad and Leningrad higher than current. It should be a big blow, especially Moscow.
6. Reduce the size of the Allied landing NM bumps slightly.

I like the dynamic NM it just doesn't seem to be working as intended for the USSR.

One other item.

When the US landed in Algeria there was a pop up for something with the Algerian flags but no text.


Part of me think's the issue is limited to the bonuses I gave the Soviet AI;

Jan 1942 the Soviet (AI) receives bonus NM equivalent of 4% total value (divided over a few turns) as a bonus for holding each of Moscow/Stalingrad (so likely a total of 8% NM) as well the Axis player receives a 4% penalty when playing against the Allied AI at this time. If these are eliminated it would equal a 12% gap in NM between Germany and USSR, in Germany's favor.

Another pair of scripts in Jan 1943 provided the Soviet (AI) bumps of 5% each to offset the early loss of Moscow/Stalingrad.

The only other Soviet AI bumps were an artificial 10% in Jan 1943 and 1944 (divided each over 10 turns), which are mainly to offset the higher than normal losses that AI takes during the game, I'm going to remove these as well. Basically I'll try removing all the AI cheats for NM on the Eastern Front as they for some reason now feel unnecessary, I can attest to that in my play through as well.

I've made the following adjustments;

Removed AI Soviet NM bonus Jan 1942 (4%) for holding Moscow
Removed AI Soviet NM bonus Jan 1942 (4%) for holdings Stalingrad
Removed AI Soviet NM bonus Jan 1943 (5%) for losing Stalingrad earlier in the game
Removed AI Soviet NM bonus Jan 1943 (5%) for losing Moscow earlier in the game
Removed AI Soviet NM bonus Jan 1943 (10%)
Removed AI Soviet NM bonus Jan 1944 (10%)
Removed German Player (vs AI) NM Penalty Jan 1942 (4%)
Amended Soviet Player (all games) 1942 morale recovery to be divided by 20 turns instead of 10
Amended Soviet Union Fear war with Germany to be an additional 5% Soviet NM penalty
Amended the Vichy Collaboration policy to provide 20/40 MPP, up from 10/20 MPP
Amended Germany starting MPP from 100 to 250
Removed 2 UK (AI) Destroyers from 1941/42 scripts
Fixed a Finnish unit script where an Anti-Tank was deploying at half strength (Decision event states full strength)
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dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

Sounds great. I'll try as soon as its posted.

Great work Crispy!

PS: Don't forget to check the Murmansk NM script as I think its a plus when it should be a minus.

gdpsnake1979
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by gdpsnake1979 »

So in the middle of a second play through on 6.2 as the allies, first time as axis.

1). I noticed Brits attacking Berlin as an event and Russians attacking the Romanian oil but where is the Luftwaffe doing the London Blitz? One of the main reasons the Battle of Britain was lost is the targeting change from Air superiority to bombing civilian targets before finishing the RAF. This was primarily due to the bombing of Berlin prompting a furious Hitler to order the bombing of London.
This should be an event the UK player can choose knowing: German morale loss but AA unit gain and the option for German player to do the London Blitz. The bombing of Berlin should cause a slight National morale drop for Germany (3-5%) but also provide a partial strength AA unit to appear in Berlin. Then the German event choice to have the Luftwaffe bomb London causing a slight National morale drop (6-8%) for the UK. The German choice will also allow for an event in July '43 for the Hamburg fire bombing reducing Hamburg to "0" and another slight morale drop (3-5%).

2). I notice that artillery does not fire when an enemy unit 'blunders' into a battle. If they fire defensively at any other time then they should fire defensively in these instances as well. That's what good defensive preparation is all about and why artillery is a good buy.

3). It's probably way too much of a program change but SR'ing a 3 strength unit should not cost as much as a 10 strength unit. After all, it's about RR capacity use and smaller units cost less so a partial strength unit should as well. The MPP value should be based on strength as well as unit size (div, corp, army).

4). Shore bombardment seems very ineffectual. I'm not so concerned about strength loss but about readiness/morale loss. I also find that artillery attacking units seem to get a lot of strength point loss, as many as 3 kills a shot. Artillery should cause suppression (morale/readiness loss) but the strength point loss is way too much. Aircraft are getting a lot of kills as well. Aircraft are just airborne artillery; the 'stuka scream' devastated morale much more than killed men/equipment. Now if someone wants to mod special tank killing aircraft or provide an event for "Carpet Bombing" then go for it but aircraft kills are too high in my estimation and should be more about loss of readiness and morale causing the kills/retreats on follow-up ground attacks.

5). I would like to see the ability to reign in or end Lend Lease to Russia. The two 40MPP equals 80MPP value in Russia is simply not needed in the later years when the US needs the MPP's to ramp up for the invasion.

Just some thoughts. Great work, great fun.
dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

I think that this one should stay. It gives impetus for the Germans to take Moscow in 1941. Removed AI Soviet NM bonus Jan 1942 (4%) for holding Moscow

I also think this one is a good one to keep. Removed German Player (vs AI) NM Penalty Jan 1942 (4%)

I agree with gdpsnake that a scripted London Bombing event from October 1940 until war with USSR would be great.
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: dhucul2011

I think that this one should stay. It gives impetus for the Germans to take Moscow in 1941. Removed AI Soviet NM bonus Jan 1942 (4%) for holding Moscow

I also think this one is a good one to keep. Removed German Player (vs AI) NM Penalty Jan 1942 (4%)

I agree with gdpsnake that a scripted London Bombing event from October 1940 until war with USSR would be great.

These events are both still in the game it’s only the AI bonus that’s removed.
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dhucul2011
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RE: Fall Weiss II

Post by dhucul2011 »

Thanks buddy. Please post here when it is uploaded.
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: gdpsnake1979

So in the middle of a second play through on 6.2 as the allies, first time as axis.

1). I noticed Brits attacking Berlin as an event and Russians attacking the Romanian oil but where is the Luftwaffe doing the London Blitz? One of the main reasons the Battle of Britain was lost is the targeting change from Air superiority to bombing civilian targets before finishing the RAF. This was primarily due to the bombing of Berlin prompting a furious Hitler to order the bombing of London.
This should be an event the UK player can choose knowing: German morale loss but AA unit gain and the option for German player to do the London Blitz. The bombing of Berlin should cause a slight National morale drop for Germany (3-5%) but also provide a partial strength AA unit to appear in Berlin. Then the German event choice to have the Luftwaffe bomb London causing a slight National morale drop (6-8%) for the UK. The German choice will also allow for an event in July '43 for the Hamburg fire bombing reducing Hamburg to "0" and another slight morale drop (3-5%).

2). I notice that artillery does not fire when an enemy unit 'blunders' into a battle. If they fire defensively at any other time then they should fire defensively in these instances as well. That's what good defensive preparation is all about and why artillery is a good buy.

3). It's probably way too much of a program change but SR'ing a 3 strength unit should not cost as much as a 10 strength unit. After all, it's about RR capacity use and smaller units cost less so a partial strength unit should as well. The MPP value should be based on strength as well as unit size (div, corp, army).

4). Shore bombardment seems very ineffectual. I'm not so concerned about strength loss but about readiness/morale loss. I also find that artillery attacking units seem to get a lot of strength point loss, as many as 3 kills a shot. Artillery should cause suppression (morale/readiness loss) but the strength point loss is way too much. Aircraft are getting a lot of kills as well. Aircraft are just airborne artillery; the 'stuka scream' devastated morale much more than killed men/equipment. Now if someone wants to mod special tank killing aircraft or provide an event for "Carpet Bombing" then go for it but aircraft kills are too high in my estimation and should be more about loss of readiness and morale causing the kills/retreats on follow-up ground attacks.

5). I would like to see the ability to reign in or end Lend Lease to Russia. The two 40MPP equals 80MPP value in Russia is simply not needed in the later years when the US needs the MPP's to ramp up for the invasion.

Just some thoughts. Great work, great fun.

1 - The reasons I included these events is that they are currently not possible at that point in the game, however the bombing of London/Hamburg is possible. Though I do like the other aspects of these events you brought up with the NM loss and will likely incorporate them.

2 - There is no option for me to change that it's part of the game engine

3 - Again there is nothing I can do for that it's coded into the game.

4 - With the ability to cycle a dozen or more surface ships to target a unit the effectiveness should be somewhat low or it could be very abused. The aircraft combat damage is somewhat necessary to avoid WWI style combat especially with the ability to create more dynamic fronts with the incorporation of divisions, the lines should be in constant movement except for the rubber band period on the Eastern Front. Also I'd be especially cautious about changing the Aircraft impact on the war as it could make the Western Allied AI very ineffective. On artillery, 3 Damage from artillery seems high though are you seeing that often and from which type of Artillery?

5 - I do know how this could be done, but did the lend-lease ever end historically?

Also glad you are enjoying.
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erikbengtsson
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by erikbengtsson »

Looks great!

I missed the 6.2 update and recently started a 6.1 axis campaign, now into August of 1940.

Is it possible to manually update to 6.2 by pasting scripts or other things into the 6.1 folder? Or would it break the game? I am also running the 1.17.02 hotfix beta through Steam, if that matters.
pvtbobo
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by pvtbobo »

Thank you for you work I really enjoy playing this mod. One small questions - In 6.2 the event concerning the annexation of Bessarabia by the Soviet Union from Romania never fired (after 3 painful restarts of the game). Can you please check the conditions/triggers in the events scripts? And one more thing, a suggestion maybe? Playing as Axis I really enjoy a very strong Soviet Union to deal with so it is possible to put all this tweaks of the Soviet power (post 742) in the scripts menu so a player can check/uncheck them)?
Again, great work, thank you for your gift, take care and stay safe :)
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: erikbengtsson

Looks great!

I missed the 6.2 update and recently started a 6.1 axis campaign, now into August of 1940.

Is it possible to manually update to 6.2 by pasting scripts or other things into the 6.1 folder? Or would it break the game? I am also running the 1.17.02 hotfix beta through Steam, if that matters.

There are changes in the game editor not just the scripts, so it would not work as intended.
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: pvtbobo

Thank you for you work I really enjoy playing this mod. One small questions - In 6.2 the event concerning the annexation of Bessarabia by the Soviet Union from Romania never fired (after 3 painful restarts of the game). Can you please check the conditions/triggers in the events scripts? And one more thing, a suggestion maybe? Playing as Axis I really enjoy a very strong Soviet Union to deal with so it is possible to put all this tweaks of the Soviet power (post 742) in the scripts menu so a player can check/uncheck them)?
Again, great work, thank you for your gift, take care and stay safe :)

Were you playing the Allied AI? They will seize Besserabia 50% of the time so I wonder if that is the cause?

If you are playing the Allied AI there are 4 in a row of "Soviet AI Helpers" on page 13 of the scripts that should compensate for the changes, as well as some additional units at Stalingrad on page 7 that you could turn on. You will also find that the Soviet Morale bonuses are also available to check back on.

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

Post by crispy131313 »

For those interested in the balance of the Eastern Front here is a look at my Barbarossa in the yet to be published 6.3 version. Playing with handicaps; +1 Experience, +2 spotting, 20% Income bonus. This is a pretty standard match with no unhistorical Axis Allies.



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

Post by crispy131313 »

And here is positions at end of 1941, pretty historical but the Soviets did manage to bog me down on route to Leningrad.

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

Post by crispy131313 »

And here is a general overview. Good results in Soviet Union through 41' and now the Axis will have to choose more carefully where to make concentrated offensives, U-boats (level III) all over the Atlantic, good back and forth in the Middle East (Tobruk has switched sides).

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

Post by pvtbobo »

Thank you for your answer. yes I was playing Axis against Allied AI...so it is 50% chances for the Bessarabia events? Can I modify this to 100% by editing the events..right? do you have a sugestion? Thank you for your time man:)
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: pvtbobo

Thank you for your answer. yes I was playing Axis against Allied AI...so it is 50% chances for the Bessarabia events? Can I modify this to 100% by editing the events..right? do you have a sugestion? Thank you for your time man:)

Yes in the decision scripts you can change the AI response to 100 from 50.
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dhucul2011
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by dhucul2011 »

Will there be a 6.3 with the changes of last week?
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: dhucul2011

Will there be a 6.3 with the changes of last week?

Yes soon, just making a few more tweaks as I go such as;
- I noticed the Soviet NM boost from Siberians doesn't always fire
- Changing the commission date of the destroyers from the "HMS Anson" decision to late 1942 instead of early 1942 to increase "happy time"

Will likely be in a day or so.
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