1939 Naval Mod

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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

Very nice seydlitz22513! I like it. I just did a fast color change of Sipres work and some of the pixels didn't take too well. Yours is much cleaner...Said Tom Sawyer to the passing boys as he was white washing the fence. [;)]
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seydlitz22513
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RE: 1939 Naval Mod

Post by seydlitz22513 »

ORIGINAL: Hairog

Very nice seydlitz22513! I like it. I just did a fast color change of Sipres work and some of the pixels didn't take too well. Yours is much cleaner...Said Tom Sawyer to the passing boys as he was white washing the fence. [;)]

Thank you, kind sir![:)]
canuckgamer
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RE: 1939 Naval Mod

Post by canuckgamer »

Okay I think I have the mod installed correctly as it was a Campaign option. What I found confusing is that when you go to the download link it shows three downloads:
1939 Storm over Europe od.cgn 38.18 MB
1939 Storm over Europe od.dat 375 KB
1939 Storm over Europe ai Mod

However after these three are downloaded I ended up with:

1939 StormOverEurope(1) 21020 KB
1939 StormOverEurope(2) 21020 KB
1939 StormOverEurope 21020 KB

I extracted the first one in to the Campaign file you indicated. When I clicked on the second and 3rd ones it said those files are existed and asked whether I wanted to overwrite them or something like that. I answered no. Are the second and third 21020 KB downloads duplications? Or do I install them and overwrite?
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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

1939 Storm Over Europe Naval Mod 3.3

HERE


Went back to 7z.

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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

Graphics mod based on IronX great mo

HERE

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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

ZOOMED



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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

Does anyone want this mod for the other scenarios like we did for SC3WW?
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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

This is what the files look like before they are extracted. I color coded them so folks can put them where they belong.

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OxfordGuy3
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RE: 1939 Naval Mod

Post by OxfordGuy3 »

Hi Hairog - am interested in using your Naval Mod (in both WiE and WaW), but currently, due to time constraints, am only able to commit to playing vs the AI. I know the AI isn't great at handling the naval side of things even in the base version of the game, but is it able to understand how to do the naval war when using your mod, or is your mod only for human vs human play? Thanks
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton
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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

Hubert's AI does an amazing job of using the screening forces to protect Fast Carrier, Strike, Bombardment and Raider task forces. I was very surprised at how well it did in modifying itself to use the new setup. It will give you a run for your money. In my run throughs it did not attempt to hit and run and protected its own forces rather well. I think it does a much better job at this mod than it does the base game.

It is a tribute to Huberts programing skills that the AI adapts so well to such and dramatic change, but it seems to very nicely. I think you'll be pleasantly surprised. Of course, it's not as good as another human.

I just wish the naval mods could become part of the vanilla game. With Hubert's tweaks and programing assistance, what I did could become a very awesome addition to an excellent gaming system and quell the negative vibes that the current system generates. I can't even spell programing and I have a huge problem with messing with scripts so if I could come close to improving the base game imagine what Hubert could do.

The Battle of Jutland is a hoot with the changes I made to SC3 WWI.

Anyway give it a try and let me know what you think. I believe it will be worth your time and effort.
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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

Hubert's AI does an amazing job of using the screening forces to protect Fast Carrier, Strike, Bombardment and Raider task forces. I was very surprised at how well it did in modifying itself to use the new setup. It will give you a run for your money. In my run throughs it did not attempt to hit and run and protected its own forces rather well. I think it does a much better job at this mod than it does the base game.

It is a tribute to Huberts programing skills that the AI adapts so well to such and dramatic change, but it seems to very nicely. I think you'll be pleasantly surprised. Of course, it's not as good as another human.

I just wish the naval mods could become part of the vanilla game. With Hubert's tweaks and programing assistance, what I did could become a very awesome addition to an excellent gaming system and quell the negative vibes that the current system generates. I can't even spell programing and I have a huge problem with messing with scripts so if I could come close to improving the base game imagine what Hubert could do.

The Battle of Jutland is a hoot with the changes I made to SC3 WWI.

Anyway give it a try and let me know what you think. I believe it will be worth your time and effort.
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Rosseau
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RE: 1939 Naval Mod

Post by Rosseau »

Just wanted to echo Hairog's comment above on the flexibility of the game system and Hubert's personal support of modders and players alike.

I own WWI, WiE, and WaW, but have been away from the games for some time. I just installed the Naval Mod with no issues. What struck me was just how "clean" looking these games are. Really nothing like them in terms of the moderate difficulty level, constant dev support, and overall playability.

Not being for sale on Steam, I assume there is an existing pool of players that keep the series going. And I hope the sales warrant just how good this system is going back to the Battlefront days until now.

Thanks very much to the devs and modders for keeping these games so vibrant!
rarothl
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RE: 1939 Naval Mod

Post by rarothl »

I just wanted to add that I really like many of the aspects of the naval mod, especially the fact that subs are a bit easier to defend & destroy and carrier TF's are more powerful. Also the units have different strengths which is how it should be, IMO.
I do have a few questions:
Is it possible to attack TF's in port by the navy or only by aircraft?
What exactly in this mod does Zone of Control effect as regards the navy?(It seems that I cannot attack within this zone)
How is it best to attack carrier TF? It doesn't seem that subs can attack at all and other navy units have little effect on carriers. Again does it have to do with Zone of control?
I also was wondering if it is possible to edit the game so that it can't rebuild loss units at a reduced cost and over fewer months.
I like the idea of rebuilding but I think the cost should be more(perhaps half) & take longer to refit.
Thanks for all the effort that was put into making the naval mod.[;)]
edward77
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RE: 1939 Naval Mod

Post by edward77 »

I agree that the Navel mod is terrific adding a new dimension to SC3. What are the chances of the other scenarios having a version?
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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

I have them done. I just never had anyone call for them. I'll wrangle them up and make them available in the next couple of days.

And glad you like them.
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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

Sorry I missed this one until today.
What exactly in this mod does Zone of Control effect as regards the navy?(It seems that I cannot attack within this zone)

The ZOC do not affect the ability to attack if you have operational points remaining. All they do is effect movement. Most times you use up your Op points trying to get to your target due to Screening TF doing their job.
How is it best to attack carrier TF? It doesn't seem that subs can attack at all and other navy units have little effect on carriers. Again does it have to do with Zone of control?

You will have close to no luck in engaging a CV Task Force with surface combat and this is how it should be. As I've often said, only two carriers were sunk by gunfire in all of WWII and both have very unusual circumstances surrounding the events.
The zones of control will only use up movement points and could prevent you from attacking due the lack of Ops points. Otherwise, there is no other effect. Another feature in the mod is a huge increase in defensive evasion for the carriers. This represents reality and I suggest that even if you have the Ops Points to attack you will only have a 40% chance of scoring any hits and those hits will in turn be reduced compared to the ummodded version.

All these changes are added to more clearly reflect reality. CV Task Forces were able to scout vast distances with their planes and that kept them out of harms way. A properly screened CV Task Force will not be caught or attacked.
The best way to attack a CV Task Force is with air power and if given the chance, with subs.
I also was wondering if it is possible to edit the game so that it can't rebuild loss units at a reduced cost and over fewer months.

The only major change that I made was to dramatically reduce the rebuild times of the Screening Task Forces and the Recon as well. Task Forces are not destroyed when they are "shattered" but made inoperable, so much so that they have to return to port and get refitted and replace any losses. Destroyers and Light Cruisers were constantly being sunk and replaced. Over 200 were lost in WWII. To increase the rebuild times and reduces cost would dramatically change the dynamics of the Mod.
There is a way to do it, just like I changed them in the first place thanks to the excellent editing tools designed by Bill and Hubert. I can't remember off the top of my head, but there is a window that you can change both.
Thanks for all the effort that was put into making the naval mod.

Glad you enjoy them and thanks for the feedback.
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edward77
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RE: 1939 Naval Mod

Post by edward77 »

Hairog, Loved the Naval Mod in WaW. It adds a new dimension to the game. Tried to play the WiE version ie 39 Storm Europe Nav Mod. Looks good too with the new counters. After Poland the German AI quickly sets up on the French Border, declares War but then stays at the Border 3 or 4 units deep, only attacking with Aircraft, right through to Nov 40. At this stage I stopped, thinking something must be wrong. Checking in the Editor received message that many of the scripts need to be updated? Please help!
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BillRunacre
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RE: 1939 Naval Mod

Post by BillRunacre »

If you get that message then it means that something has been changed that needs the scripts to be recompiled. When that message comes up, press No and then press the Update* button (it's one of those that come up).

Only if the scripts are compiled will all the events in a game fire properly.
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edward77
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RE: 1939 Naval Mod

Post by edward77 »

Many thanks Bill for your prompt and effective reply. Works fine now apart from a few trivial graphic problems. French fleet still has old ship counters. Really enjoying this one!
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Hairog
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RE: 1939 Naval Mod

Post by Hairog »

Thanks again Bill! I was remiss in reading my mail with the holidays and all. I was just about to type a response similar to yours when I saw my work had been done.
Now where did I put those other modified scenarios?
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