Advanced Third Reich mod v1.3 for v1.16.02 Update

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stormbringer3
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by stormbringer3 »

If I start playing v1.2 what is the recommended AI setting?
Thanks.
Batavian
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by Batavian »

ORIGINAL: stormbringer3

If I start playing v1.2 what is the recommended AI setting?
Thanks.

How new to the game are you? Intermediate is where I would start. The AI is not very challenging. Increase difficultly as needed. Enjoy!
stormbringer3
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by stormbringer3 »

Thank you for the reply. I'm not new to the game, that's why I was looking at something a lttle different. How do you compare the AI in this vs. the AI in the regular Campaign?
Thanks again.
pzgndr
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by pzgndr »

ORIGINAL: Batavian
Intermediate is where I would start. The AI is not very challenging. Increase difficultly as needed. Enjoy!

I have tried to achieve balance with my Event and AI scripting so that my default AI-vs-AI playtests are reasonably historic such that Allies usually defeat Axis sometime in 1945. Maybe for a victory and maybe not.

To play against the AI with some of its generic weaknesses, Intermediate is required at minimum. For more challenge, Expert is recommended with +1 or even +2 settings. I usually play at Expert +1 for a decent game. +2 is annoying.
Bill Macon
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stormbringer3
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by stormbringer3 »

Thank you for the reply. When you pick the veteran setting you get the +1 settings you mention and 10% MPPs. On expert you get +2 settings and 20% MPPs. So do you mean pick +1 settings and 20% MPPs? Is there a thread or a info page about what's in your mod that's different from the basegame?
If you'd like I can start a new thread to ask questions.
pzgndr
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by pzgndr »

ORIGINAL: stormbringer3

Thank you for the reply. When you pick the veteran setting you get the +1 settings you mention and 10% MPPs. On expert you get +2 settings and 20% MPPs. So do you mean pick +1 settings and 20% MPPs? Is there a thread or a info page about what's in your mod that's different from the basegame?

Sorry for the confusion. I meant Expert and +1 Experience (see screenshot). It will normally default to +2 at Expert. That's too much. +1.5 is even a tad much for me. These are difficulty setting you can fiddle with until you find something "just right" for you. The Spotting advantage gives the generic AI more info to work with to (hopefully) make better decisions. The Experience advantage helps the AI in combats and can become brutal.

In my early mod versions with SC2, I gave units level 3 for Elite and Experience, but found that Germans would gain enough bonuses in Russia 1941-42 that it was damned near impossible for the Russians to push back. So now units can gain up to level 2 experience but no elite status for additional reinforcement. Seems to work fine.

BTW, I am nearing completion on my Empires in Arms work for an upcoming patch. I hope to shift gears back to WWII for a bit and work on A3R v1.4.

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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by stormbringer3 »

Thank you very much.
pkloop
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by pkloop »

Is there an instruction booklet somewhere? Or is this mod only for those that have played and understand ATR?
stormbringer3
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by stormbringer3 »

I've played this on and off. There is no need to have ATR knowledge since it uses Strategic Command engine and functions. You'll learn some of the differences as you play.
pzgndr
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by pzgndr »

ORIGINAL: pkloop
Is there an instruction booklet somewhere? Or is this mod only for those that have played and understand ATR?

Here's a copy of the Design Notes provided with the mod. The Introduction says it all:
This is an adaptation of Avalon Hill's 1992 board game ADVANCED THIRD REICH (A3R), the
sequel to THE RISE AND DECLINE OF THE THIRD REICH originally designed by John Prados
in the 1970s. The term "adaptation" is used loosely here because, frankly, while many
features are more or less faithful recreations of A3R, there are many other features that are
not. This adaptation has roughly the same map scale, the same force pools and scenario
orders of battle, and the same relative economic production and unit costs. The scale and
scope is essentially the same, so veteran players familiar with A3R should feel right at home
– right down to the customized military unit icons. However, many things are different and
players may notice elements of the Strategic Command (SC) series, Clash of Steel (COS), A
World at War (AWAW), World in Flames (WiF), European Theater of Operations (ETO),
Blitzkrieg General (BG) and the more recent John Prados' Third Reich (JP3R). Gameplay
itself is fundamentally different because the game mechanics of SC are significantly different
than those of the A3R board game. Thus, this adaptation is a melting pot of sorts for the
World War Two ETO grand strategy game genre.
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almeath
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by almeath »

As a long time fan of both the A3R board game and Third Reich PC, this mod is very much appreciated. Thank you.

I just have one minor issue to raise. Why is it that the Polish anthem does not play when you click on Warsaw .. but it does play when you click on Berlin?
pzgndr
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by pzgndr »

I honestly have no idea. Never noticed this. I can check with Hubert and see if I can work in a change to A3R v1.4. I've been poking at it for a couple of weeks now.
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pzgndr
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by pzgndr »

Alright, capital sounds for Berlin and Rome are now fixed for v1.4. The default campaigns have Poland as a major power in slot#5 whereas A3R has Germany in slot#5. So now the mod's Sound folder has capital6 and capital7 anthems renamed to capital5 and capital6. Easy fix. Thanks for the heads up!

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Robert24
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RE: Advanced Third Reich mod v1.3 for v1.16.02 Update

Post by Robert24 »

Hi Pzgndr,
I've been aware of your mod since SC2 days, but I finally played your newest version. What fun! Reminded me of the board game and the enjoyment I received from playing in years past.
The mod provides a nostalgic quick hit - I really enjoyed it.
Thank you.
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