Advanced Third Reich mod v1.5

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pzgndr
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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!
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Advanced Third Reich 1939 Campaign v1.5.zip
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Last edited by pzgndr on Sat Oct 26, 2024 4:08 am, edited 1 time in total.
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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!
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Advanced Third Reich 1941 Scenario v1.5.zip
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Last edited by pzgndr on Sat Oct 26, 2024 4:10 am, edited 1 time in total.
Bill Macon
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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!
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Magpius
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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

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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.

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pzgndr
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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!
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Advanced Third Reich Notes.zip
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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.
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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
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pzgndr
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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.
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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)
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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!
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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.
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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
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Re: Advanced Third Reich mod v1.5

Post by stormbringer3 »

Thank you.
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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
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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)
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Re: Advanced Third Reich mod v1.5

Post by pzgndr »

welk wrote: Thu Oct 15, 2026 9:10 pm
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 had a v1.6 in the works but lost it with a Windows reinstall. I was playing 3R back in the 1970s and then A3R, and working on this mod in some form over the past 20 years ever since Hubert released the editor. Lots of changes along the way. I've got v1.5 working close to what I expect but my sense when I played it last about a year ago was that maybe unit experience or something is still too much. Players can always adjust experience and spotting for different difficulty settings and maybe find their "sweet spot" for a challenging game.

Overall, I thought the ground/air/naval war was OK. The CTVs are pretty solid now. It's just that maybe accumulated unit experience gets to be too much by the late game. I think I was trying a no-experience game to see how it went with v1.6. I may get back to it once we wrap up Empires in Arms. You and others are always free to experiment and share results: this worked better or that didn't work well, etc.
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Re: Advanced Third Reich mod v1.5

Post by welk »

Ok, thanks for precisions. Would be nice if you would continue the work about this mod, because you are more familiar than me with the system.

Your mod is really highly interesting for a AI player (and old player of 3r, Clash of arms and SC1), as non official variant of the game, because AI turns are fast and the more map is reduced, the more AI will be better.

Some users and modders like enlarge map, it is absolutly not my case because I play only vs AI, never in multi : your map is exactly what I searched, a reduced and synthetic map, to reproduce the ambiance of 3R (and also a little bit the ambiance of SC1, with faster games vs AI : in terms of WW2 strategic scale, I prefer campaigns in a global and synthetic approach, without too many details. SC3 WIE is really a "top game" for me, because it does allow lot of things to create new ideas of battles and new scales, but concerning WW2 my poreference go to "global/synthetic maps", I don't like to have lot of details and I prefer to have to take just "global decisions" in strategic scale, using reduced maps).

As first work, I began to modify a little bit your Corsica coasts (I will add mountains later), seems it's better to avoid you some difficulties and heavy incidents if you think to go in Corsica during your hollidays... :mrgreen:

Corsica vanilla ATR
Corsica_ATR.jpg
Corsica_ATR.jpg (191.1 KiB) Viewed 428 times
Corsica coasts revised (you will be more in security in Ajaccio streets next hollidays... :twisted: )
Corsica.jpg
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Re: Advanced Third Reich mod v1.5

Post by welk »

Another little rectification in Scotland, you had forgottent a wrong hex, je l'ai remplacé par le terrain N° 199
SCOTLAND.png
SCOTLAND.png (293.77 KiB) Viewed 408 times
vanilla Scot coast
SCOT.jpg
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Last edited by welk on Sat Oct 17, 2026 9:34 am, edited 1 time in total.
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Re: Advanced Third Reich mod v1.5

Post by welk »

pzgndr wrote: Fri Oct 16, 2026 4:07 pm You and others are always free to experiment and share results: this worked better or that didn't work well, etc.
I plane to do some modifications in your ATR map : American continent seems occupy a too large space of map, and this too large space has no any real utility in the mod

What I would want to rectify would give the map this aspect :
MAP_MODIFICATION.png
MAP_MODIFICATION.png (1.65 MiB) Viewed 279 times

Vanilla ATR (your actual map)
vanilla ATR.jpg
vanilla ATR.jpg (499.94 KiB) Viewed 274 times

In editor, medium "in zoom" would have this aspect, in high left corner of the map :
USA_2.png
USA_2.png (2.22 MiB) Viewed 267 times
Another solution could be this: (more reduced Canada)
USA_3.png
USA_3.png (1.54 MiB) Viewed 263 times
I would have to update some scripts and to change place of US industry hex + canadian industry hex, to move them a little bit to the east coast


My question is that : Are you ok with this modification ? (In other terms, if you re-start to work on your ATR mod in the futur, would you be ok to re-start working from this modified map with reduced american continent and not from your old map with large american continent ?)

The interest of this modification is also that some map size adjustements could be more easily made, if needed : if the american continent does occupy a more "little" place on the map, it does open more flexbility to reduce nor a little bit map size if needed
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