Orb & Crown 0.92: Fantasy warfare mod for War In Europe

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El_Condoro
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Re: Orb & Crown 0.6: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

Can you confirm that the Orb & Crown mod has been installed and activated in the [My Games]\Strategic Command WWII - War in Europe\Mods\ folder, please? The mod file is linked here.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
HalfTauter
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Re: Orb & Crown 0.6: Fantasy warfare mod for Strategic Command: WiE

Post by HalfTauter »

Ah, I feel stupid. I forgot to include that when installing the mod. Now it works, thanks!
El_Condoro
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Re: Orb & Crown 0.6: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

That's good! I'm glad it is working for you and I hope you enjoy the campaign.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: Orb & Crown 0.7: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

Changes for 0.7

The main addition in this version is the Allied AI.
  • Beegwulf assassins: 1-2 damage, 20-30% morale reduction (was 2-4 damage, 10-30% morale reduction)
  • Undead warning hexes added around Castile (Beriand)
  • Larger resource (cities, large ports, etc.) GP values reduced by 0.25 per point of the resource
  • Settlements in Beegwulf and Danevirke reduced from town to village size.
  • Removed all large army penalties
  • Removed cost to garrison Imhotep and added partisans, instead.
  • Effect of spiritual defenders around Huntington reduced to a range of 1 hex (was 2)
  • Thrangren joins war 20% after 4/2401 if Guartenheim and Trans Morodonia mobilized. Can still be mobilized by diplomacy.
  • Maelstrom storm giants arrive in Donsborough with 5 strength (previously they had 10 str but needed to be transported)
  • AI dragons stronger than player dragons. Multi-player games remain the same.
  • Golden Khanate, Angford, Angnord, Andania, Potentia: cost of Elites, Cavalry and Veterans increased by 25 GP
  • Ancients Veterans +25 GP
  • Draca arrives Turn 2. This is because unit.txt scripts trigger at the end of the turn.
  • Added militia to Liberslavia deployment at Medaba
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
dryline_tx
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Joined: Wed Dec 13, 2006 12:58 am

Re: Orb & Crown 0.7: Fantasy warfare mod for Strategic Command: WiE

Post by dryline_tx »

This looks awesome - gonna give it a try...thanks
El_Condoro
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Re: Orb & Crown 0.7: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

Feel free to post any questions, comments, criticisms, or AARs. I hope you enjoy it.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: Orb & Crown 0.8: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

Changes for version 0.8

This is a small update to the campaign with its main addition being the Strategy Advisor.
  • Strategy Advisor: advice for both sides when playing single-player games
  • Unit changes: elites do not gain as much demoralization from research
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Orb & Crown 0.9: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

I have been focused on the single-player (AI) versions of Orb & Crown and have tested both sides. It plays well IMO and gave me a good challenge when playing at Expert level. Veteran is a good mid-range level and the standard level is a good introduction level to the campaign. The next challenge will be to try to balance the multi-player version to the extent that it can be.

Version 0.9 changes include:
- Random 3rd victory condition. (YouTube introduction) This can be used in both SP and MP games but is intended mainly for SP games.
- Majors do not surrender. They move their capital to an inaccessible 'Secret Location' and enter a 'Surrender Condition' that is used by scripts. Their units can continue to fight on, and their research and production continues, too. This means there is no plunder for majors and the occupiers of captured resources gain their benefits, rather than the country that occupies the country's last capital. Minors surrender as normal.
- Transports and Amphibious Transports. The costs of these have been reduced, however...
- Storms cause more damage. The min-max damage to a vessel caught in a storm increased by 1.
- Minor map, script, and unit changes (Infantry defense increased by 1)

I hope this campaign will provide a decent challenge and fun. Leave any comments or suggestions in this thread. Cheers.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
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Taxman66
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Re: Orb & Crown 0.9: Fantasy warfare mod for Strategic Command: WiE

Post by Taxman66 »

Can/should we keep the strategic map mods (0.5 Orb and Crown Map No Text/Text and Terrain/Text Only)?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
El_Condoro
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Re: Orb & Crown 0.9: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

No, I haven't used those for a while. The strategic map is a custom O&C one.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
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Taxman66
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Re: Orb & Crown 0.9: Fantasy warfare mod for Strategic Command: WiE

Post by Taxman66 »

ok, thanks
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
El_Condoro
Posts: 599
Joined: Sat Aug 03, 2019 4:35 am

Re: Orb & Crown 0.92: Fantasy warfare mod for Strategic Command: WiE

Post by El_Condoro »

The Adversary AI has been thoroughly overhauled and tested.

There are too many changes to list but the key ones to be aware of are:
  • Majors do not fully surrender, so there is no loot from them. Scripts use a 'surrender condition' based on resource objectives and the proximity of enemy units. This means major units can fight on even when the country has been conquered. It also means they can continue to engage in research for their allegiants. Minor countries surrender in the usual way.
  • Invasion transports do not have 'full sail' (naval operation) and do not have an attack value. They can still attack to reduce a target's morale but cannot reduce a target's strength.
  • The AI will move its armies much more effectively now. Instead of moving the units through scripts, they are 'destroyed' by using the strength script and then 'recreated' at their assault position by using the unit script. Any associated cost is taken from the country involved through a (automatic) decision script.
  • There is an option for a player to have static or random victory conditions. In effect, there are 3 objectives per side and random victory conditions will locate the third one in one of three random locations.
  • The AI will now mount more effective (and surprising!) amphibious assaults to keep the Allies on their toes.
I play the mod on Veteran difficulty and the AI gives me a good challenge.
If you do download the mod and play it, please comment here. I hope you enjoy it.

Next up, 0.93 will be an overhaul of the Allies AI.

YouTube solo playthrough and tutorial (will be added to periodically).
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
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