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

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crispy131313
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RE: Turkey joins the Axis

Post by crispy131313 »

ORIGINAL: mdsmall

Crispy - another question from playing through the latest version of FAll Weiss. On the second turn in 1939 (I think) I was offered a DE option to reject the Russian - Turkish treaty. I said yes, because I was interested in the 10% bump in Soviet mobilization. Up until this turn (May 7, 1941), Turkey has been sitting quietly at 12% towards the Allies. As soon as the Axis launched Operation Barbarosa, Turkey mobilizes and joins the Axis.

Is this radical shift due entirely to the DE I accepted at the beginning of the game? I can't remember what it said in the Notes, but was this forecast? If it was, I must have been in a daze when I said YES, because the modest increase in Soviet mobilization is hugely offset by the strategic liability in the Middle East and the Caucusus of having Turkey join the Axis at the beginning of Barbarosa.

It is a potential consequence and stated in the notes of the decision, nothing is free!
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mdsmall
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RE: Turkey joins the Axis

Post by mdsmall »

[It is a potential consequence and stated in the notes of the decision, nothing is free!]
[/quote]

Hi Crispy - I know nothing is free in this game (and certainly not your mod! I am just wondering how I could have been so dumb as to have said YES?? Could you post this Decision Event and the Notes, so I can read them again?

More generally, is there any way players can read all of your new DEs for this mod? I have found it very helpful to read and re-read all the DEs for the main game in the War in Europe Strategy Guide.
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crispy131313
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RE: Turkey joins the Axis

Post by crispy131313 »

ORIGINAL: mdsmall

[It is a potential consequence and stated in the notes of the decision, nothing is free!]

Hi Crispy - I know nothing is free in this game (and certainly not your mod! I am just wondering how I could have been so dumb as to have said YES?? Could you post this Decision Event and the Notes, so I can read them again?

More generally, is there any way players can read all of your new DEs for this mod? I have found it very helpful to read and re-read all the DEs for the main game in the War in Europe Strategy Guide.
[/quote]

All the of the decisions and the notes can be viewed in the editor under scripts/view. I hope that is helpful!
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mdsmall
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RE: Turkey joins the Axis

Post by mdsmall »

ORIGINAL: crispy131313

ORIGINAL: mdsmall

[It is a potential consequence and stated in the notes of the decision, nothing is free!]

Hi Crispy - I know nothing is free in this game (and certainly not your mod! I am just wondering how I could have been so dumb as to have said YES?? Could you post this Decision Event and the Notes, so I can read them again?

More generally, is there any way players can read all of your new DEs for this mod? I have found it very helpful to read and re-read all the DEs for the main game in the War in Europe Strategy Guide.

All the of the decisions and the notes can be viewed in the editor under scripts/view. I hope that is helpful!
[/quote]

Apologies but I have not yet been able to figure out how to access the Editor. It does not seem to load when I click on the box under Play War in Europe. (The manual and the stratey guides open but not the editor). Can you give me instructions on how to find the DE scripts? I am keen to read them.
mdsmall
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RE: changes in this Mod

Post by mdsmall »

Hi Crispy

Myself and my opponent are continuing to enjoy playing Fall Weiss by PBEM. I have a few further questions about what you have changed in it, compared to the original:

- Submarines: both myself and my Axis opponent have noticed that destroyers and light cruisers are now more powerful in attack against subs and that subs with tech levels of 1 or 2 can take several big hits before diving to evade damage. Can you explain the changes you made to sub/ASW combat and what your thinking was here?

- Oil shortages: you mention that you have made some changes to reflect the Axis needs for oil supplies. Can you elaborate on what these effect and how they will kick in?

- Sandstorms: this is a small point, but I noticed in my current game that clear hexes in the desert cost and additional AP to move into when they are covered by sandstorms. This might be in the original game too, but it is not mentioned in the rules and i have not come across it before. Is this a change you made in this mod? (If so, it makes sense to me).

- Decision Events: I have noticed some typos in the wording of a few of the new Decision Events, plus places which were unclear about the MPP costs on a per turn basis. I would like to give you feedback on the wording of the these Decision Events, but I am sorry, I can't figure out how to access the Editor in order to read them. Would it be possible to post the texts of all of them as an attachment to this Forum. That would no doubt help other players read them too.

Cheers,

Michael



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Elessar2
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RE: changes in this Mod

Post by Elessar2 »

Crispy: you may already be aware of the following, but, just in case you are not. A clarification of the bonuses that the Logistics tech gives you, towards the end of the thread: RE: Guess the Supply level of the Italian Tanks in Tobruk. If that is the case, then you arguably could cap the chits at 1 and charge 200 MPPs per. Elsewise next game I am going to have L5 Logistics by 1942.

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crispy131313
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RE: changes in this Mod

Post by crispy131313 »

Hi Crispy

Myself and my opponent are continuing to enjoy playing Fall Weiss by PBEM. I have a few further questions about what you have changed in it, compared to the original:

- Submarines: both myself and my Axis opponent have noticed that destroyers and light cruisers are now more powerful in attack against subs and that subs with tech levels of 1 or 2 can take several big hits before diving to evade damage. Can you explain the changes you made to sub/ASW combat and what your thinking was here?

The changes were actually no change at all. This is previously how Destroyers/Subs interacted in the main game, it was later changed to how you currently know. However with the additional U-boats available to the Axis in the mod and the lower cost relative all other Axis ships I felt it fit my mod better.

- Oil shortages: you mention that you have made some changes to reflect the Axis needs for oil supplies. Can you elaborate on what these effect and how they will kick in?

If the Axis do not secure the Caucasus by the end of 1942 the Axis will suffer oil shortages, and all mines in Western Europe will reduce in supply intermittently to represent this MPP penalty, it can be partially offset by investing in synthetic oil early in the game, but not entirely.

- Sandstorms: this is a small point, but I noticed in my current game that clear hexes in the desert cost and additional AP to move into when they are covered by sandstorms. This might be in the original game too, but it is not mentioned in the rules and i have not come across it before. Is this a change you made in this mod? (If so, it makes sense to me).

I made 0 changes to weather, perhaps the game developers did at some point in a patch.

- Decision Events: I have noticed some typos in the wording of a few of the new Decision Events, plus places which were unclear about the MPP costs on a per turn basis. I would like to give you feedback on the wording of the these Decision Events, but I am sorry, I can't figure out how to access the Editor in order to read them. Would it be possible to post the texts of all of them as an attachment to this Forum. That would no doubt help other players read them too.

I've written more new decision scripts than were in the original game, it would takes hours and hours to do this. If you can not use the editor I would suggest opening up the Events folder and reading the text doc. It's immensely easier in the editor though and presented as it appears in game. I would welcome any typo help, it's difficult to spot on my own as I am so familiar with the decisions I quickly glaze through!
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crispy131313
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RE: changes in this Mod

Post by crispy131313 »

ORIGINAL: Elessar2

Crispy: you may already be aware of the following, but, just in case you are not. A clarification of the bonuses that the Logistics tech gives you, towards the end of the thread: RE: Guess the Supply level of the Italian Tanks in Tobruk. If that is the case, then you arguably could cap the chits at 1 and charge 200 MPPs per. Elsewise next game I am going to have L5 Logistics by 1942.


There are so many priority items already, spending 200 MPP on logistics could set you back in other places. Are you certain it would need adjusting?
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BillRunacre
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RE: changes in this Mod

Post by BillRunacre »

I don't recall us changing anything to do with sandstorms, and there's nothing in the patch notes for War in Europe so I think things have been this way for a very long time indeed.
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mdsmall
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RE: changes in this Mod

Post by mdsmall »

Hi Bill - that may be, but it is nowhere mentioned in the Game Manual, and I review the Weather Effects section more often than any other section of the Manual.

In the same vein, does rain/fog have the same effect on increasing the costs of land movement? I noticed effects that looked that way in my last couple of turns.

If so, perhaps these changes in the weather effects could be issued as a clarification in the next patch.
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BillRunacre
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RE: changes in this Mod

Post by BillRunacre »

HI Michael

There's a table in the Manual in section 6.3.6. that shows this, as it lists some weather effects as well as terrain types and their effect on movement:

Image

However, you are right in that these don't show in the weather effects section.
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laibachoid
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RE: changes in this Mod

Post by laibachoid »

Hi Crispy,
After turn 3 (fall of Poland), the game crashes. The dialog of the connection of the city of Danzig to Germany should probably be displayed. An error message occurs:

Code: Select all

FAILED(draw_splash_popup_text_to_buffer): No such file or directory.
It didn't happen to me in the older version (I play after about a year).
Thanks.
Raptor341
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Raptor341 »

Is the current version of the mod still working with the latest patch for PBEM? Loads fine, just double checking. Looking to start a game soon.
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Cannon Cocker
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Cannon Cocker »

I've downloaded the file:
Fall Weiss II - War In Europe version 8.3
However, I'm unsure of where to upload it. Can you help with that?
Cannon Cocker
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Taxman66
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Taxman66 »

C:\Users\<owner>\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns

Where <owner> is your ID
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stormbringer3
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by stormbringer3 »

My game has the latest update v1.21.00. If I pick this this Campaign from the menu of Campaigns to play is it the most recent version? If not what version is it?
Thanks.
rarothl
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by rarothl »

Crispy,
Really enjoying Fall Weiss II.
The interaction between subs & destroyers seem much more realistic & causes the subs to hide somewhat, which is good.
Also the new decisions, which I'm sure took a lot of time & effort, really makes one think.
I like other changes that you made as well.

However, I do have a question about Malta: one decision event can make the AA strength 13. To take it out, using the usual methods(battleships, lowering supply, attacking with bombers) is very costly due to the damage caused to the bombers compared to the value of taking Malta. Do you think on hindsight that a strength of 13 is too much? What have you or others discovered about how to beat it in a worthwhile way?
Thanks, in advance, for your input.
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Lothos
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Lothos »

HI

Not sure you ever played HoI 1,2 or 3 but if you have then you may have heard of me "TRP Mod"

I don't really mod anymore and just play games when I have time and was Strategic Command is one of my favorite games to play. I saw your mod and I was wondering how can I tell if I have the most current version? I have this game through Steam so I was not sure if this was auto updated or not.

Thank you in advance
mdswift
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by mdswift »

Lothos, I do believe the most current version is 8.3. Cheers
gdpsnake1979
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by gdpsnake1979 »

Crispy or Bill,

So I was Playing Fall Weiss II 7.3. As the German player, I took Murmansk. The notice said that Soviet morale was decreased. Imagine my surprise when the morale bar INCREASED! And no, there were no other events that turn that would cause an increase in Soviet Morale. Definitely a bug.
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