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

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

Post by erikbengtsson »

I must say I really enjoy this mod, thank you for all your hard work.

Looking to restart my campaign here, so I'll keep an eye out for a 6.3 release.. :)
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

Another quick update just on play through balance, in this play through Axis were able to capture Leningrad and hold Stalingrad through the end of 1942, the intense focus on the Eastern Front objectives did come at the cost of losing most territory in North Africa.

On play balance (vs Allied AI) I think this is a good, I was able to make better than historical gains in the East but the game is far from over.

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

Post by crispy131313 »

Map last turn of 42'

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

Post by erikbengtsson »

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

Post by erikbengtsson »

A question regarding the german panzer armies. Their building is in effect activated in January of 42, and if I remember correctly they take 6 months to build. Isn't that too late? I suppose it's a balance thing, but couldn't the build date be moved to October 1st of 41 instead? Then they would be available for a 1942 summer offensive.
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Elessar2
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by Elessar2 »

Note you can make just such a change in the editor if desired. But yeah, even if they are built on time, the turn they enter they are frozen in place, then you have to force march them or operate them to the front, which is another lost turn before they can get involved in combat.
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erikbengtsson
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by erikbengtsson »

Thanks for the info.

I actually had a look in the editor, my first, but couldn't find where to edit it. Is it easy to find? Would it work for a game in progress?

Historically, as I'm sure everyone here knows, the 1. Panzer Armee was activated in October 1941, and prior to that the Panzer Gruppe was in effect panzer armies. If I can find where to edit it, I'd change the build activation to September 1st 1941. With some planning a few panzer armies would then be available for a 1942 Fall Blau, along with the one given by event.
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Elessar2
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by Elessar2 »

Sorry.

Look at Edit Country Data, then Combat Build Data, highlight the country then the unit in question, click "advanced", and the dates are changeable to the right.

For play balance you probably want to do the same for both Russia & Italy.
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erikbengtsson
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by erikbengtsson »

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

Post by crispy131313 »

Dec 31, 1943 (6.3 playthrough)



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

Post by crispy131313 »

Dec 31, 1944 (6.3 playthrough)

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

Post by crispy131313 »

On version 6.3 I think that the Soviet morale was nerfed a little too much and not enough recovery in 1943 as they quickly began to crumble after in the fall of 1942 and never bounced back. I was really happy with the Western Allied play particularly in the Mediterranean I think it's the first time I've lost Italy via the Med against the AI.

Among some other changes I am making additional adjustments to morale as it relates to the Eastern Front. I am also rolling back Production Technology to single chit as I think it had a huge impact on the game and may be a bigger factor of the rather easy Soviet demise in this game.

Also I plan on uploading the most recent version today!

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 15/30 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)
Fixed a NM Soviet Morale bonus which was firing in 1943 meant for 1944
Fixed a error where Siberian Reserve Morale was not always firing
Minor fixes (Decision notes etc.)
Amended arrival dates of UK Destroyers if HMS Anson is cancelled from early 1942 to late 1942
Amended Western Allies D-Day decision tree based on Axis gains on the Eastern Front
Amended Production Technology research to single chit
Added National Moral recovery scripts for Soviet Player (all games) in 1943 if Moscow, Leningrad, Stalingrad, Grozny or Baku are in the Axis hands (~1.5% each divided over 20 turns, worth double to AI)
Added Germany National Morale Penalty if the Axis push deep into Soviet Territory (representing fatigue etc. in the endless Soviet territory) - triggered each if Moscow/Gorky, Stalingrad/Saratov are in Axis hands (~3% each divided over 10 turns)
Added additional Soviet National Morale boost from Allied Landings in France if Moscow or Stalingrad is currently in Axis hands (all games), equivalent of ~1.5% divided each of over 10 turns (worth double for AI).



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Elessar2
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by Elessar2 »

ORIGINAL: crispy131313
Among some other changes I am making additional adjustments to morale as it relates to the Eastern Front. I am also rolling back Production Technology to single chit as I think it had a huge impact on the game and may be a bigger factor of the rather easy Soviet demise in this game.

I've found that PT is absolutely critical for rebuilding the Wehrmacht in the off-seasons. The one time I skimped on said tech I simply couldn't rebuild most of my core units back to strength 10 before May-June rolled around.
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crispy131313
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RE: Fall Weiss II - WIE 6.2 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: Elessar2
ORIGINAL: crispy131313
Among some other changes I am making additional adjustments to morale as it relates to the Eastern Front. I am also rolling back Production Technology to single chit as I think it had a huge impact on the game and may be a bigger factor of the rather easy Soviet demise in this game.

I've found that PT is absolutely critical for rebuilding the Wehrmacht in the off-seasons. The one time I skimped on said tech I simply couldn't rebuild most of my core units back to strength 10 before May-June rolled around.

Well it is still available, but I don't think level 5 should be achieved by 1942/1943 via double chits. With the change level 5 will likely be around 1944 which was historically the high point for military production on both sides. It's a step back for both sides not just Germany, and it's partially offset (from Germany's perspective) by the softer Soviet Morale in 41/42.
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crispy131313
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RE: Fall Weiss II - WIE 6.4 - (Ready for Download)

Post by crispy131313 »

Fall Weiss II - SC3 Mod
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erikbengtsson
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RE: Fall Weiss II - WIE 6.4 - (Ready for Download)

Post by erikbengtsson »

Thank you!

Any thoughts on the building activation pf german panzer armies?
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RE: Fall Weiss II - WIE 6.4 - (Ready for Download)

Post by crispy131313 »

ORIGINAL: erikbengtsson

Thank you!

Any thoughts on the building activation pf german panzer armies?

I don't think it would break the campaign by moving these up a little bit in the timeline for Germany in the next version to Sep/Oct for better preparations for Fall Blau. I think I will leave as is for the other majors aside from Germany (and USSR). I don't really want to see British Tank Armies in North Africa for example.

Thanks for the input. I'll be setting the date at October 4, 1941 in case you want to pre-update. I chose this date so the earliest produced Panzer Armies will arrive on the same date as the Fall Blau German reinforcements.
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RE: Fall Weiss II - WIE 6.5 - (Ready for Download)

Post by crispy131313 »

Version 6.5

- German Panzer (Tank) Army available for build October 1941
- Reduced Polish Division in Warsaw from 5 entrenchment to 3 at campaign start
- General script updates as applicable from developer patch (v1.17.02) released on May 7, 2020

https://www.dropbox.com/s/nsbfnst6za0a6 ... 5.zip?dl=0
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crispy131313
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RE: Fall Weiss II - WIE 6.5 - (Ready for Download)

Post by crispy131313 »

Also if any of you commentators are interested in a PBEM match I have a pair of invites open;

https://www.matrixgames.com/forums/tm.a ... =&#4812448
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dhucul2011
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RE: Fall Weiss II - WIE 6.5 - (Ready for Download)

Post by dhucul2011 »

I think 6.4 has got it really close now Crispy.

Some thoughts just in case you run out of new ideas: [;)]

1. I think its time to have Romania as a major now. Having them at Infantry Weapons level 2 and able to take advantage of the all the German warfare techs doesn't seem quite right. In 1943 I had quite the powerful Romanian army with tanks and anti-tank all tech'd up in Southern Russia. Their own NM would also be good as it would their lower quality as per history.
2. I love seeing the British Empire units. I would suggest that Wavell could be the starting British Empire HQ in Egypt for the newly appearing Indian, South African, Australian and New Zealand units.
3. As in the vanilla game, the 1943 D-Day has always bothered me. I agree that the Allies should try something if one or more of the big 3 Soviet cities have fallen but the number of units landing in France just seems excessive given amphib limitations in 1943. Maybe Norway or Spain but not France?
4. For those of us that like to play past the normal end date have you considered scripting some A-Bomb DEs? I did it for a MOD of mine and would love to help. Starting about October 1945 the US could have a DE to "Transfer A-Bombs" to Europe as they become available, one per month. Then in November strength and supply scripts with accompanying NM scripts could hit specific targets in Germany based on the location of Allied forces etc. (Not too close)
5. Add a German DE to invest or not in Synthetic Oil. If they do it could reduce the later war suppl,y hits from oil shortages?
6. Un-script Dakar and add it to the bottom left of Africa. I did so and it works well.
7. Add auxiliary cruisers to Germany.
8. Greece still tends to send units into Yugoslavia. I also noticed that they don't garrison Larissa. Maybe by adding this garrison script they won't have extra units to operate into Yugo?

I'd be happy to share my scripts to make it easier for you.



Enjoying things.
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