Icarus Mod, Version 6 in Preliminary Release

mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi Morsey,

What should happen is that both the UK and France get a significant national morale bump when the USA enters the war. For the UK, it is 3000 NM. For France, it is 2000 NM, plus another 2000 when the USA lands three corps near Paris. I can't explain why you are seeing the drop in morale that you are reporting, but I will double check the mod settings again to see if there is a possible glitch (but won't be able to do this for another couple of weeks). This has not come up in previous play-tests of the mod. The continuing decline in Entente national morale after the USA enters the war is probably due to the usual reasons - combat losses - plus the war weariness factors added to this version of the mod.

Raiding convoys triggers a very small NM loss per turn. The much bigger NM effects against the Central Powers come from the presence of Entente naval units on blockade hexes.

Regards,

Michael
Morsey
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Morsey »

Michael, thanks for the reply,

I do not see any move in the morale points when the US enters the war. I have not gotten three US Corps to Paris, France always surrenders before that can happen.

Check it when you can.

Thanks again,
Mike
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi Morsey,

I have now checked the mobilization and NM scripts for Version 6.4 and can not see why British and French NM would have dropped, rather than risen, after the USA joined the Entente. I have also done a hot seat test and all the scripts fired as they should. I don't know what else to suggest could have caused the results that you have reported.

I am currently working a new version of the mod which incorporates most of the changes from version 1.15 of the vanilla game, plus ideas from my last play-test against Old Crow in September. I will post an update about this in a few days.

Regards,

Michael
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Morsey »

Thanks for checking, Willard. I wondered how that happened too; Eh, it did, but the games go on. Some primordial mix of spreadsheets colliding into each other must have been the cause. LOL

We both hope you do some penalty when the CP player decides not to use all-out warfare on the shipping lanes coming from the US.

I think I can speak for both of us, we love your mod.

Thanks for the response.
Merry Christmas.
shri
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by shri »

Hi
Is Austria made far too weak in the latest Iteration?
2 games, in both Austria hit 0 NM and collapsed in April 1917, nearly 18 months before actual collapse.
In both games, Germany is above 50%, Ottomans ~25% or something.
Belgium, Serbia, Monte are dead and Romania has lost the capital and Ploesti. Salonika front is a stalemate. Russia is slowly being pushed back and hanging onto Brest-Litovsk.

When VIOLA Austria collapsed and the entire fronts changed due to the attacks by all those minors into Germany, that sounds too a-historical for them to attacks so fast and so soon. It would be chaos in those lands historically during collapse.

Also i think in key areas some auto German garrison should prop up.

Warsaw under Germany but Poland joining Russia is extremely a-historical, Poles didn't like Germans but hated Russians.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Morsey wrote: Fri Dec 20, 2024 5:45 pm
I think I can speak for both of us, we love your mod.

Thanks for the response.
Merry Christmas.
That feedback makes my day/week/month! Merry Christmas to you too.

Michael
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi shri,

I am looking at dialing back the war-weariness factors introduced in the most recent version of the mod, so your comment are very timely. It would be very helpful if you could give me a little more context for the result you just reported.

- What scenario were you playing: 1914 or 1916?
- Were you playing against a human opponent; against the AI; or doing a hot-seat test playing both sides?
- Was AH's national morale in a steady decline to the point where it collapsed; or was there some precipitating event?
- How many of their NM hexes in Galicia and facing the Italians did they still control when they collapsed?

I have never seen AH collapse that quickly when Germany remained strong, so I am puzzled by this result.

Separately, I don't quite understand your comment about Poland joining Russia. There is nothing in the mod, or the regular game, which would trigger an independent Poland to join Russia. Can you elaborate?
shri
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by shri »

mdsmall wrote: Sat Dec 21, 2024 9:19 pm Hi shri,

I am looking at dialing back the war-weariness factors introduced in the most recent version of the mod, so your comment are very timely. It would be very helpful if you could give me a little more context for the result you just reported.

- What scenario were you playing: 1914 or 1916?
- Were you playing against a human opponent; against the AI; or doing a hot-seat test playing both sides?
- Was AH's national morale in a steady decline to the point where it collapsed; or was there some precipitating event?
- How many of their NM hexes in Galicia and facing the Italians did they still control when they collapsed?

I have never seen AH collapse that quickly when Germany remained strong, so I am puzzled by this result.

Separately, I don't quite understand your comment about Poland joining Russia. There is nothing in the mod, or the regular game, which would trigger an independent Poland to join Russia. Can you elaborate?
Hey Mike,
To answer your Qs
I was playing 2 opponents, 1 as Entente and another as CP
AH morale declined from late 1916 onwards drastically, first Kaiser death, then winter, then 1916 event and then early 1917 NM event.
By March 1917 was <5% and then in April in both cases collapsed.

In both cases, Italians did not control any Austrian Hexes, infact the Udine was controlled by Austria in both (Caporetto).
However, Lemberg was with Russians in both as was Bukovina.

In my CP case, Germany was 51% and fell to 44% due to Austrian surrender, however Ottomans remain above 50%.

In my entente, Germany was 49% and fell to 40% and then 30% due to Austrian and then Ottoman surrenders.


Re: Poland, Czhechia and Hungary got released as independent nations and all joined as Russian minors. Poland and Czechia as Russian minors and Hungary as an English minor. That is what destroyed Germany as both Germany and Bulgaria literally got stabbed in the back in the turn immediately after Austrian collapse.

This minors joining entente and attacking into Germany and Bulgaria seemed too meme like to me.

Regards,
Shri.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi shri,

Many thanks for this feedback. I have yet to see AH go into a rapid national morale death decline like the one you describe. However, one of my intentions has been to make it much more fragile in terms of national morale, reflecting the combination of food shortages and nationalist political pressures that built up inside the Empire as the war dragged on. I may have gone a bit too far in the current iteration, so I will review all these settings. From your description there is no reason for such a disparity between German and AH national morale in early 1917.

In the next version of the mod, I plan to drop the general war-weariness penalties that increase every year for most majors, including Austria-Hungary. Also, a script in the regular game causes the entire AH army to collapse when their national morale hits 15% - in effect, they have a 15% lower survival threshold than any other major. That is something I intend to remove as well.

I did not change the settings carried over from the regular game for the newly independent states of Poland and Czechoslavakia that form after the AH empire collapses: they should swing to 35 - 55% aligned with the Entente. But I can't any reasons why both would immediately join the Entente. Their Entente parent is Russia, so if they do move to 100% mobilized, they would become minors of Russia.

I have never seen a scenario where the newly independent states after the withdrawal of Russia and/or the collapse of Austria-Hungary become fully mobilized and part of the later stages of the game. If it happens in a relatively historical way, that could be a very interesting alternate outcome, especially if the Entente decided to try to break Austria-Hungary before Germany and push into Germany from the south, rather than the west. I will look into these possibilities a bit further in the next version of the mod.

Cheers,

Michael
Teurastajaeins
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Teurastajaeins »

Hi mdsmall,

I just finished the 1914 scenario as Central Powers. It actually went faster than the base game! I was able to win in 1916 like I did in the base version, but it feels like if I had done one or two things differently and also hadn't accidentally allowed Russia to temporarily retake Riga and Warsaw, it would have taken even less turns. I could have finished in August of 1916 if I had remembered to push an HQ up in France, giving my units full movement. I love how artillery is useful in the beginning, as well as adding the heavy artillery they have "hidden" in the game. I especially like the rail guns actually being useful now. The lowered costs of aircraft research definitely makes it worth investing in earlier than before.

There might be one or two bugs. The first is that I got the message that France decided to go the diplomatic route with Belgium, but it ended up invading in 1915 anyway. Also, after Russia was defeated and units got moved back to my territory, the Austrian units that ended up in the Carpathians took winter attrition... during July 1916. By that point, I wasn't using those particular units, so it was just funny rather than frustrating. There also wasn't really any clarification on what decision or event made Spain swing back to neutral with the government falling when I got it highly mobilized via diplomacy. If it's based on the change of government in real life in December 1915, it makes sense, but it does waste effort if you simply didn't get good chit hits fast enough.

I will also say that the storm troopers did seem a bit weak. I had the first two techs researched, so they should have been as good as a corps, but their casualty odds were worse. Interestingly, British morale dropped quite a bit more than usual. Possibly as fast as Russia's, who I pushed into and defeated before driving into France. The Senussi revolt also fired I think a year later than usual, but the added severity was nice, though belated. Lastly 8% for diplomacy chits is good. Felt much more rewarding. I haven't decided if I prefer Icarus or the base game.

Edit: It was late when finished it. I checked back and the stormtrooper difference might have been from supply level and morale/readiness.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi Teurastajaeins,

Glad you enjoyed playing the mod and many thanks for this helpful feedback. I have checked the settings and indeed there was a glitch in the "first winter in the Carpathians" scripts for Austria-Hungary. Also, that pop-up should not have appeared for the Entente when the AI decides to invade Belgium in 1915. I have corrected both of these glitches in version 6.5 in my dropbox (see my next post).

The rapid drop in UK national morale in your game is probably due to the fact that they lose 8000 NM points if the Entente declares war on Belgium. This penalty is in the regular game and I have kept that in the mod.

The swing back to 0% in terms of Spanish mobilization is a new feature in the mod. Since Spain played no direct part in WW1 and, if it does enter, it’s economy has an outsized benefit for either side, I have written scripts which prevent it from swinging beyond 60% for either side. This still leaves enough space for the Central Powers to try to swing Spain enough to gain access to Spanish African ports for their naval units and for the Entente to counter that. This is explained in my Guide to the mod. I noted that in the latest update to the regular game (1.15), Bill has capped the number of diplo chits that majors can spend on Spain to two each and credited me with the suggestion.

Stormtroopers gain 1 combat strength on attack per level achieved in Combined Arms tech. So if in your game, you had only reached level 2 by the end, they would have one point less than regular corps in attack strength. You have to reach level 3 for them to pull even with regular corps and level 4 for them to have an advantage. This is my way of ensuring that they are only used by the CP side late in the war, but without imposing an arbitrary date by which they can be built.

I am very interested in your comments about how fast your game played (even taking into account that you were playing agains the AI). After doing more tests (including one recent match of the 1916 campaign recorded on YouTube on Old Crow’s channel), I have concluded that the war weariness settings which I introduced for most majors in the current version of the mod are too harsh and are speeding up the end date of game - whereas I am trying to slow down the game so it runs till 1918 if possible. See the new Version 6.5 of the mod, explained below.

Cheers,

Michael
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Icarus Mod, Version 6.5

I have posted in my dropbox an small update (Version 6.5) to the 1914 and 1916 campaigns for my Icarus mod for SC WW1. Here is a new link to the files in my Dropbox.

https://www.dropbox.com/scl/fo/zguejs94 ... ytgv5&dl=0

- From recent play-testing, it appears that the general war-weariness factors which accumulate each year from 1915 onward for most majors are having the effect of speeding up the game - rather than slowing it down which is one of my intentions with the mod. So, in this version, I have removed them all. There are other scripts that reduce the national morale of specific majors each turn, in particular Germany (due to the Entente blockade) and Austria-Hungary (due to nationalist pressures and food shortages). See the Guide to the mod included in the dropbox for details.

- I have increased the cost to +6 AP to enter naval ZOCs for front-line ships, as per the latest patch to the game (1.15). However, I have not increased the retreat of naval units from 2 to 4 hexes. I felt that 2 hexes was more appropriate for surface battles in relatively enclosed seas around Europe, especially in an era before carriers or spotter planes on ships. Almost all of the other changes in the recent patch to the regular game also apply to this mod, as it uses the same engine.

- A few other small glitches reported by other players, or which I have found, have now been corrected.

I plan to roll-out a more extensive update to the mod in February or March, after I have done more play-testing. This will pick up a number of the suggestion made by Willard earlier in this thread, as well as lessons learned from my recent play-test of the 1916 campaign against Old Crow (recorded on his YT channel).

As always, feedback from players on their experiences with this mod are much appreciated.

Michael
Teurastajaeins
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Teurastajaeins »

Hi Michael,

That all seems to check out. I had missed the part about Spain. I should note that I usually don't invade Belgium with Germany, to let you gauge the British morale drop, but hopefully that's still fixed with the new changes. I also remembered the Russian units melting away. I might have done a better job killing them off this time than usual, but I wonder if there's been a change in how it allocates its MPPs, and it simply ends up not replacing them as much.

Also, my stormtroopers had the same attack and defense stats as the regular corps. Did you not mean to give them Infantry Weapons upgrades? My differences really might have come from morale/readiness, when they have the same stats.

Image

Image

Regards,
Teurastajaeins
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by OldCrowBalthazor »

Teurastajaeins wrote: Fri Dec 27, 2024 1:57 am Hi Michael,

That all seems to check out. I had missed the part about Spain. I should note that I usually don't invade Belgium with Germany, to let you gauge the British morale drop, but hopefully that's still fixed with the new changes. I also remembered the Russian units melting away. I might have done a better job killing them off this time than usual, but I wonder if there's been a change in how it allocates its MPPs, and it simply ends up not replacing them as much.

Also, my stormtroopers had the same attack and defense stats as the regular corps. Did you not mean to give them Infantry Weapons upgrades? My differences really might have come from morale/readiness, when they have the same stats.


Regards,
Teurastajaeins
Hi. Michael reached out to me as he does not have access to his computer where he is at. I checked Icarus v6.4 and can confirm that German Stormtroopers can upgrade with Infantry Weapons. Image included.
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Teurastajaeins wrote: Fri Dec 27, 2024 1:57 am Hi Michael,

I should note that I usually don't invade Belgium with Germany, to let you gauge the British morale drop, but hopefully that's still fixed with the new changes. I also remembered the Russian units melting away. I might have done a better job killing them off this time than usual, but I wonder if there's been a change in how it allocates its MPPs, and it simply ends up not replacing them as much.

Also, my stormtroopers had the same attack and defense stats as the regular corps. Did you not mean to give them Infantry Weapons upgrades? My differences really might have come from morale/readiness, when they have the same stats.
Hi Teurastajaeins - Old Crow kindly checked the settings for me and yes Stormtroopers can (and should) be upgraded with Infantry Weapons. They only gain their full advantages over regular corps when Germany reaches level 4 in Combined Arms. As you say, it may have been that they were weaker in morale/readiness than your regular corps. Also, as newly built corps, they would been weaker in experience, so it is best to let them participate in a few easy attacks to build experience (which they do faster than regular corps). I have yet to do a full play-test where Germany is able to reach level 4 in Combined Arms and then uses stormtrooper them extensively in a final assault to win (or lose) the game. I would be keen to hear if someone has done so.

Two other brief comments: I do not spend much time on the AI settings in the mod, so I can't comment about how it allocates MPPs for a given major. The mod uses mostly the same AI settings as the regular game, with a few small tweaks to encourage buying Heavy Artillery and to encourage offensives that make sense given the changes in NM objectives.

The drop in British national morale (and French too) comes if the Entente invades Belgium - which only happens if Germany decides not to. In my view, this NM penalty correctly reflects the cost in public opinion - especially in Britain - if their side attacked a nearby democratic neutral (one which Britain had long committed to protect). It makes much more sense for the Entente, in my view, to use diplomacy to bring Belgium in on their side than it does to attack it.

Do report again if you play-test the mod a bit further. Cheers!

Michael
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Teurastajaeins »

Hi Michael,

I should have worded it better. I meant that even with the Belgian invasion morale drop accounted for, it dropped pretty fast. Just to give some perspective on how much Britain lost over time. My vanilla games with Entente invading Belgium didn't have Britain's morale dropping like that unless they were invaded and lost cities. But you might have fixed that with the patch, I haven't tried it yet. Sorry for the confusion.

Regards,
Teurastajaeins
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Re: Icarus Mod, Version 6.6 in play-test now

Post by mdsmall »

I have been working on a significant revision to my Icarus mod, Version 6.6, which takes into account feedback from earlier play-tests of Version 6.4, in particular my game against Old Crow of the 1916 campaign. (See the full game on his YouTube Channel). I am not yet releasing Version 6.6 as it needs to be play-tested against human opponents. Fortunately, two very experienced players - Shri and Moongaz3r - have agreed to do this with me.

However, since Moongaz3r has gone to the trouble of writing up an entertaining AAR of our match for readers of this forum (which I promise I have not read!), readers might be interested to know what's in Version 6.6. Here are the highlights, some of which are fairly radical.

- Major power resources no longer have an intrinsic NM value, e.g. 12 points for towns or 25 points for cities. This means that Germany no longer gets a growing NM buffer every turn for capturing resources from Russia and France. This should make both Russia and France last longer before surrendering. It also exposes Germany more to the impact over time of the Entente blockade. I think this fact alone is a major reason why the regular game almost always ends in 1917, if not sooner.

- Some new NM objectives for Germany to capture have been added in Russia (Revel) and Boulogne and Epinal (France) to offset the above. A number of the Russian NM objectives have been increased in value.

- Russia (only) suffers from a war weariness NM penalty every turn once NM drops to 75% and even more at 50%.

- When NM drops below 20%, a power loses 25% of its MPPs each turn; when NM drops below 10%, it will lose 50% of its MPPs.

- Verdun is now a two-hex major fortress, which should make it much harder for the Germans to capture.

- The USA now automatically swings 1% towards the Entente every turn starting in September 1914. Other factors which will swing the USA towards the Entente (unrestricted naval warfare, the Entente blockade) have a slightly reduced effect. But the USA should inevitably join the war now by late 1917.

- Germany has to launch at least one turn of unrestricted naval warfare by January 1917, or it loses 2000 NM points.

- Germany no longer loses 2000 NM when the USA enters the war.

- The NM effect of the Entente blockade is increased by 50% per hex once the USA enters the war.

- Entente capital ships (DN, B, BC) have no effect in enforcing the Entente blockade. The Entente has to use lighter surface ships for this, or subs.

- The U.K. should keep some capital ships in their ports on the North Sea and the English Channel, as Germany can cost them 250 NM points per Entente turn by placing by surface ships (though not subs) next to these ports.

- You can only invest 2 chits at a time in ASW and Advanced Subs.

- There is a new Entente DE to send an intervention force of at least 3 British or French corps to Russia after the First Revolution. This replaces the 2000 NM bonus that Russia receives after the First Revolution if Britain and France are still in the war. The presence of this intervention force will earn NM points for Russia and help it to last longer before withdrawing from the war.

- There is a new DE for Austria-Hungary if the Entente intervene in northern Greece to save Serbia and are subsequently pushed out and Salonika and Kavalla are captured. The Central Powers can either return this area to Greece, which remains neutral but swings to be aligned with the CP. This allows a land convoy to start from Greece to Austria-Hungary. But it upsets the Bulgarians and Germany loses 1000 NM points and the trigger for Bulgaria to withdraw from the war rises to 20% German NM, up from 10%. Or, the CP can transfer the captured Greek territory to Bulgaria (thus fulfilling their war aims from the second Balkan War) and German NM rises by 1000 points. But Greece swings more to the Entente and there is no land convoy to Austria-Hungary.

- The Minor Victory conditions have changed. By November 1918, the Central Powers no longer need to capture Paris, but they must hold Verdun and Warsaw. They also have to keep Germany’s NM level at 20% or higher. For an Entente Minor Victory, the Entente must hold Paris, Verdun and Cairo, plus they need to force either the Ottoman Empire or Austria-Hungary to withdraw from the war.
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Re: Icarus Mod, Version 6.6 in play-test now

Post by Beriand »

Hi, started checking the mod out, soooo here goes some random observations :P Although I'm not too experienced with WW1 title, but I came around to like it.
mdsmall wrote: Sun Feb 02, 2025 7:08 pm - Major power resources no longer have an intrinsic NM value, e.g. 12 points for towns or 25 points for cities. This means that Germany no longer gets a growing NM buffer every turn for capturing resources from Russia and France. This should make both Russia and France last longer before surrendering. It also exposes Germany more to the impact over time of the Entente blockade. I think this fact alone is a major reason why the regular game almost always ends in 1917, if not sooner.
Just noting that this not only make FRA/RUS last longer, but also deal quite a blow to Germs combat effectiveness, no? It would not be very surprising if they get below 75% in 1916/17, with impact on units morale etc.
mdsmall wrote: Sun Feb 02, 2025 7:08 pm - When NM drops below 20%, a power loses 25% of its MPPs each turn; when NM drops below 10%, it will lose 50% of its MPPs.
Is it easy to do? I was unable to make scripts like these, as country MPPs depend on industry modifier and conqered territories. Is it 'just' % of initial MPPs or something?
The values given also sound like a rapid death spiral, maybe 10/20% MPPs on 25/50% morale would be more interesting, no idea.

Combined Arms tech name is bit strange :D Again I have limited knowledge, but it seemed to me that Western Allies had in the final year combined arms of (early) airplanes/artillery/tanks/infantry, while German innovation was more to the tune of 'Infiltration Tactics'.

Also, Romania can build Stormtroopers. At least in v6.5? Not sure if intended, hidden Balkans space marines :D

It would be helpful if Denmark additional-diplomatic-loop was marked. It is kind of teleporting ships without warning.

I'm quite sure I developed El Arish pipe and it stayed at 0 resource strength forever. Not sure why. Script looked ok-ish. Maybe my mistake, but is it working?

I would say that Arab Revolt is super strong... with many units and nice leaders, too. With partisan supply and evasion chances, they can swarm&surround&obliterate anything which is not, like, 4-5 Ottomans corps strong line, hm.
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Re: Icarus Mod, Version 6.6 in play-test now

Post by mdsmall »

Beriand wrote: Wed Feb 05, 2025 8:13 pm Hi, started checking the mod out, soooo here goes some random observations :P Although I'm not too experienced with WW1 title, but I came around to like it.
mdsmall wrote: Sun Feb 02, 2025 7:08 pm - Major power resources no longer have an intrinsic NM value, e.g. 12 points for towns or 25 points for cities. This means that Germany no longer gets a growing NM buffer every turn for capturing resources from Russia and France. This should make both Russia and France last longer before surrendering. It also exposes Germany more to the impact over time of the Entente blockade. I think this fact alone is a major reason why the regular game almost always ends in 1917, if not sooner.
Just noting that this not only make FRA/RUS last longer, but also deal quite a blow to Germs combat effectiveness, no? It would not be very surprising if they get below 75% in 1916/17, with impact on units morale etc.
mdsmall wrote: Sun Feb 02, 2025 7:08 pm - When NM drops below 20%, a power loses 25% of its MPPs each turn; when NM drops below 10%, it will lose 50% of its MPPs.
Is it easy to do? I was unable to make scripts like these, as country MPPs depend on industry modifier and conqered territories. Is it 'just' % of initial MPPs or something?
The values given also sound like a rapid death spiral, maybe 10/20% MPPs on 25/50% morale would be more interesting, no idea.

Combined Arms tech name is bit strange :D Again I have limited knowledge, but it seemed to me that Western Allies had in the final year combined arms of (early) airplanes/artillery/tanks/infantry, while German innovation was more to the tune of 'Infiltration Tactics'.

Also, Romania can build Stormtroopers. At least in v6.5? Not sure if intended, hidden Balkans space marines :D

It would be helpful if Denmark additional-diplomatic-loop was marked. It is kind of teleporting ships without warning.

I'm quite sure I developed El Arish pipe and it stayed at 0 resource strength forever. Not sure why. Script looked ok-ish. Maybe my mistake, but is it working?

I would say that Arab Revolt is super strong... with many units and nice leaders, too. With partisan supply and evasion chances, they can swarm&surround&obliterate anything which is not, like, 4-5 Ottomans corps strong line, hm.
Hi Beriand,

Glad you decided to check out the WW1 title and this mod in particular. I appreciate your initial observations. Here are some comments in return from me.

- Indeed, eliminating the bonuses and penalties in NM points every turn for resources captured from enemy major powers will have a negative effect on German national morale. Note however this is only in Version 6.6 which I have not yet released as I need to do more play-testing. In my current play-test match against Moongazer (as reported in his AAR) it is April 1917 and German national morale is down to 40%. I may have made the impact on Germany of "turnip winter" in 1916/17 too strong. But my expectation is that the Central Powers should be able to win with Germany reaching November 1918 with a national morale under 50%.

- It was easy to script the penalties in MPPs when national morale drops below 20% and 10% since I chose a fixed reference point: the level of MPP production for each major at the start of the Icarus 1916 campaign. The industrial modifier does not come into this calculation. Again, this is only in the yet to be released 6.6 version of the mod, as I need to see how it works in practice.

- I had no particular reason for calling the specialized tech needed to build German stormtroopers "Combined Arms", beyond the fact that one of their doctrinal breakthroughs was how their attacks were planned in close co-ordination with short artillery barrages. I am completely open to suggestions for better names for this tech.

- Thanks for catching that glitch that allowed Romania to build two stormtroopers. This was never intended. I will correct that in next update for version 6.5.

- There is a small script in yellow font that pops-up in the start hexes in the Baltic, if Germany is able to activate the naval loop through Denmark. I chose not to mark these permanently on the map as they only apply if the CP succesfully applies diplomatic pressure on Denmark to allow their ships to transit the Straits. However, if you are not looking out for these scripts, they can lead to unwary German ships being moved by the loop into the Skaggerak. My view is that if a CP player is going to make this investment in Denmark, they will can learn to be careful not to accidentally trigger these loops.

- I just did a play-test and the scripts for the UK freshwater pipeline in the Sinai seems to be working. It only fires if El Arish and the hexes behind it to Port Said are in Entente hands, while Gaza is in CP hands. Perhaps Gaza fell in the same turn as El Arish in your game.

Happy to respond to any other observations about the mod!

Michael
mdsmall
Posts: 803
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

mdsmall wrote: Mon Dec 23, 2024 2:48 am Hi shri,
Many thanks for this feedback. I have yet to see AH go into a rapid national morale death decline like the one you describe.
Michael
Shri - you will be interested to hear that the sudden, unexpected break-up of Austria-Hungary just happened in my latest play-test with moongaz3r. Now that I have seen it with my own eyes, I have spotted the coding glitch in the latest version of the mod (Version 6.5) which caused this to happen. Apologies for this happening, but I now know how to fix it. Will correct the current version in my dropbox to resolve this error (and a few other smaller issues) today.

Regards,

Michael
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