Advanced Third Reich mod v1.5

Please post here for questions and discussion about modding for Strategic Command.
Post Reply
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Advanced Third Reich mod v1.5

Post by pzgndr »

Attached are the zipped files for Advanced Third Reich 1939 Campaign v1.5.

Version Notes:
=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.5
=================================================================

DATA CHANGES
- changed alternate capital for Britain from Montreal to Toronto
- added Belfast as secondary supply center for Britain

SCRIPT CHANGES
- adjusted CONVOY scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
-- Mediterranean and Middle East convoys rerouted from Britain to Canada
-- United States Lend Lease convoys rerouted from Britain to Canada
-- British Murmansk convoys to Russia rerouted as Commonwealth convoys from Canada to Russia
-- Convoys rerouted back to Britain when Allies liberate Britain
- adjusted UNIT scripts to replace AI #TYPE=2 continuous build events with multiple AI #TYPE=1 build events
-- United States AI infantry replacements in Rome
-- United States AI infantry replacements in Paris
-- Russia AI infantry replacements in Gorki
-- Germany AI infantry replacements in Berlin
- adjusted UNIT scripts to trigger the de Gaulle Returns to France event sooner if no Axis units adjacent to Paris
- adjusted PARTISAN scripts to trigger more often, Russia now 10% chance and others 5% chance
- added TERRITORY scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
-- Britain takes control of Toronto, Quebec, Halifax, and St. John's, and adjacent hexes (to place builds)
-- Germany takes control of Liverpool (to cancel convoys)
-- Territories are returned when Allies liberate Britain
- adjusted LOOP scripts for Britain naval loops setting Ottawa as #FRIENDLY_POSITION to work if London is controlled by Axis
- adjusted DECISION scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
Most of these changes were discussed in the Advanced Third Reich Mod Discussion Thread at https://www.matrixgames.com/forums/view ... 3&t=347552. I playtested a game as Allies versus AI Axis on Expert level with +2 spotting and +1.5 experience and played to a Stalemate. A lesser difficulty setting at +1.0 experience would probably be more balanced. Enjoy!
.
Advanced Third Reich 1939 Campaign v1.5.zip
(9.24 MiB) Downloaded 147 times
Last edited by pzgndr on Sat Oct 26, 2024 4:08 am, edited 1 time in total.
Bill Macon
Empires in Arms Developer
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Attached are the zipped files for Advanced Third Reich 1941 Campaign v1.5. Version notes are the same. Enjoy!
.
Advanced Third Reich 1941 Scenario v1.5.zip
(9.25 MiB) Downloaded 97 times
Last edited by pzgndr on Sat Oct 26, 2024 4:10 am, edited 1 time in total.
Bill Macon
Empires in Arms Developer
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Just in case, here are some installation instructions. Find your C:\Users\'username'\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns folder. Unzip the files into the \Campaigns folder. You should see some of the other mods here that came with the initial install. Enjoy!
Bill Macon
Empires in Arms Developer
User avatar
Magpius
Posts: 1765
Joined: Thu Sep 20, 2007 11:21 pm
Location: Melbourne, Australia

Re: Advanced Third Reich mod v1.5

Post by Magpius »

Maybe it's me, but.
I can't get this to appear in my scenario list regardless of where I unzip this.
Does the zip file need to have an accompanying .cgn or .dat file also?
Or are these created after it runs?
Thanks

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: Advanced Third Reich mod v1.5

Post by Platoonist »

I always found I had to have modded scenarios in the Strategic Command-War in Europe/Community Pack/Campaigns folder to get them to appear.

CP.jpg
CP.jpg (15.84 KiB) Viewed 1655 times
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Magpius wrote: Sat Oct 26, 2024 2:30 am Maybe it's me, but.
I can't get this to appear in my scenario list regardless of where I unzip this.
Does the zip file need to have an accompanying .cgn or .dat file also?
Or are these created after it runs?
Thanks
Gadzooks! I forgot to include the .cgn and .dat files in the zip files. It's been a couple of years and I forgot. The files above have been updated so players should download and install them again. Also, attached are separate PDF files for the Advanced Third Reich Design Notes and Third Reich Historical Notes. I removed these from the zipped campaign files because it makes the zip files too large to post. So here they are separately; just download and install them into the same campaign folders. Enjoy!
.
Advanced Third Reich Notes.zip
(562.66 KiB) Downloaded 83 times
Bill Macon
Empires in Arms Developer
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Platoonist wrote: Sat Oct 26, 2024 4:01 am I always found I had to have modded scenarios in the Strategic Command-War in Europe/Community Pack/Campaigns folder to get them to appear.
That may help if necessary but that's not how I have my A3R mods running? Not having the .cgn and .dat files was the main problem, and that's fixed now. I'd be curious to know if players can only run the mod if installed in the other folder. Whatever works! Thanks.
Bill Macon
Empires in Arms Developer
User avatar
welk
Posts: 1345
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Advanced Third Reich mod v1.5

Post by welk »

pzgndr wrote: Wed Oct 23, 2024 8:57 pm Attached are the zipped files for Advanced Third Reich 1939 Campaign v1.5.
Hi Pz-Bill : ,

Could I use your reduced map of Europe in a work ? (if you are ok, I will reduce it nor a little bit)

I plane 2 things :

1/To recreate SC1 (My "obsession" :mrgreen: : I would want to have 2 games in one : SC3 WIE for long games, and a "false" recreated SC1 for shortly games)

2/ To build a little cool mod playable for Human vs human in a very special and funny way on Europe map (Europe of 1930)

If you are ok with the use, the revised map will give that : a little map 124 x 54 hex
EUROPA.png
EUROPA.png (1.12 MiB) Viewed 209 times
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

welk wrote: Tue Oct 13, 2026 6:07 pm Could I use your reduced map of Europe in a work ? (if you are ok, I will reduce it nor a little bit)
Sure, no problem. It's a composite of 3R and WIF maps at double 3R scale.
Bill Macon
Empires in Arms Developer
User avatar
welk
Posts: 1345
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Advanced Third Reich mod v1.5

Post by welk »

Thanks a lot ;)

By curiosity : how many time did you spent to build this map, that is really realist and exccelent in this scale ? I tried myself but it was too hard, the "coast tool" is not very efficient and I did fail

Could you please explain how you did that (your method) ?

At this time, I think the building of coast is a real nightmare with the editor. Hubert should have limited the "+"/"-" key tool (that display graphs during work unde rmouse) to the images that can "match" exactly with graph in a selected hex.

In my opinion, the process should have been that :
1/ The user does place a coast graph in a hex "A" and he select this hex by left click
2/ Then, he does place the mouse on one of the adjacent hex of hex "A"
3/ Then, he does use "+" and "-" key to use the "defil process" under mouse (and program does show only graphs images that can match (compatibility) with image graph in hex "A)
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

welk wrote: Tue Oct 13, 2026 9:11 pm By curiosity : how many time did you spent to build this map, that is really realist and exccelent in this scale ? I tried myself but it was too hard, the "coast tool" is not very efficient and I did fail
Could you please explain how you did that (your method) ?
I started fresh with SC-WIE and it took a while. My method was basically to take the WiF map of Europe that I wanted and resize \Interface\hex_outline to the scale that I wanted for double-3R scale (to account for no stacking), and then use that template to rough in the coastlines and national boundaries. Good to figure out and check where national capitals and such go first and place them for reference points. It's never perfect match, so some adjustments and compromises are needed. Once the basic map looks OK, then go to town putting in terrain features and everything else. Again, it's never perfect so some adjustments and compromises are needed to find a decent balance between the A3R/AWAW and WiF maps. Lastly, I was faithful to placing A3R objectives, capitals, cities, and ports as in the boardgame. (Which I think are fine.) So that was that. I thought I still had my WiF map template with the hex outlines but must have lost that somewhere along the way with PC changes.

Frankly, the map was the easy part. Then adding in the OOBs and CTVs wasn't too bad. But all of the event and AI scripting took years, and multiple revisions. The latest v1.5 is pretty good but it still has opportunities for improvement. Anyone is welcome to take what I've done and make some edits, experiment with some new ideas, etc.; just call it something else please. Enjoy!
Bill Macon
Empires in Arms Developer
stormbringer3
Posts: 1090
Joined: Thu Jul 26, 2007 2:58 pm
Location: Staunton, Va.

Re: Advanced Third Reich mod v1.5

Post by stormbringer3 »

I occasionally play your Mod. Is there any documentation to look at that will show more about the Mod such as changes, new rules etc.?
Thanks.
pzgndr
Posts: 3818
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

stormbringer3 wrote: Thu Oct 15, 2026 2:28 pm I occasionally play your Mod. Is there any documentation to look at that will show more about the Mod such as changes, new rules etc.?
Thanks.
Thanks. There's my Design Notes, which might not be in the download. I've posted this before but maybe you missed it. It doesn't explain everything but provides the information you seek. Hope this helps!
Advanced Third Reich Design Notes.zip
(377.09 KiB) Downloaded 4 times
Bill Macon
Empires in Arms Developer
stormbringer3
Posts: 1090
Joined: Thu Jul 26, 2007 2:58 pm
Location: Staunton, Va.

Re: Advanced Third Reich mod v1.5

Post by stormbringer3 »

Thank you.
User avatar
welk
Posts: 1345
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Advanced Third Reich mod v1.5

Post by welk »

pzgndr wrote: Thu Oct 15, 2026 1:26 pm all of the event and AI scripting took years, and multiple revisions.
Thanks. I understand that, I was myself player of Third Reich pc : this game was simple to play (in PC version), but to reproduce mechanisms was probably highly difficult
User avatar
welk
Posts: 1345
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Re: Advanced Third Reich mod v1.5

Post by welk »

pzgndr wrote: Thu Oct 15, 2026 1:26 pm The latest v1.5 is pretty good but it still has opportunities for improvement.
Could you list what you would see improved ? (scripts, actions, events, etc) : I could perhaps do that, your mod seems really cool and higly interesting (I treid it, it really give a "AVALLON HILL 3R PC game sensation" (I was player of the board version and also player of the PC version)

In addition, I have some 3R PC AVALLON HILL stuffs (including raw sounds converted, etc), and I could do a more immersive version, to full imitate the old 3R PC game (sounds, deco, graphs, etc)
Post Reply

Return to “Scenario Design and Modding”