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RE: 653H Mod
Posted: Tue May 23, 2017 5:47 pm
by BillRunacre
I think so, but Hubert does the AI scripts so best to test it out to be sure unless he visits here to answer before you get a chance to do so. [:)]
RE: 653H Mod
Posted: Wed May 31, 2017 5:47 pm
by gogopher
what version of the main game does the mod currently support...im thinking of updating to the new beta patch and was wondering if u the mod supports it?
RE: 653H Mod
Posted: Wed May 31, 2017 10:25 pm
by sPzAbt653
I don't know [&:] , never even thought about it. Older version saves definitely won't work with newer versions, but I can't recall anyone discussing older version mods. I would post you a newer version but it is still being tested [lot's of changes since the initial version, including big changes to the naval stuff].
If you try it, please let me know if it doesn't work and I will take it down. Thanks!
RE: 653H Mod
Posted: Thu Jun 01, 2017 11:14 am
by TheBattlefield
I can not imagine that there will be problems here. Changes in the vanilla campaigns are not considered by a mod. Changes in the game engine should be applied immediately. In case of doubt, the mod should be synchronized after a "re-save" in the updated editor.
RE: 653H Mod .dat file missing?
Posted: Mon Jun 12, 2017 5:57 pm
by Iñaki Harrizabalagatar
Hi
I have noticed that the US can only build Mech corps, and I like the idea, however in game terms I see there could be a problem, as the Mech uses armor for upgrade, you basically don´t need to research infantry as the US.
Another thing I have noticed is that only Germany can build AA units, is there any especial reason for that?
Thanks
RE: 653H Mod
Posted: Mon Jun 12, 2017 10:28 pm
by sPzAbt653
you basically don´t need to research infantry as the US.
Mostly, true. The US can use Infantry research to upgrade Airborne and HQ units, but it is a big expense for limited use. Would you suggest raising US Armor Research cost, while lowering US Infantry Research cost ? Or something else ?
only Germany can build AA units
There is a Designers Notes type txt file in the zip, but to avoid all the reading here it is -
The Germans organized Flak Korps to protect vital targets in Germany from the massive Allied bombing efforts. Therefore, the Germans are the only country that have Anti-Air units. Starting July 1944, the Axis player may build three of these units.
RE: 653H Mod
Posted: Tue Jun 13, 2017 7:35 am
by Iñaki Harrizabalagatar
Yes, raising the cost of armor research would probably be the easiest way to balance that.I am thinking of making a mod myself of operation Barbarossa and the question of how deal with mech units, and I have thought of making them upgrade for both armor and infantry.
RE: 653H Mod
Posted: Wed Jun 14, 2017 7:31 am
by sPzAbt653
I like the idea of raising US Armor Research cost while lowering US Infantry Research cost, I'm going to do it. Thanks !
Good luck with your Barbarossa Mod. Are you doing corps sized units, or a mix ? Where so you get historical OOB info ?
RE: 653H Mod
Posted: Wed Jun 14, 2017 11:55 am
by Iñaki Harrizabalagatar
Corps, and armies for the Soviets. I will rely on Nafziger, Niehoster and additional bibliography for details. However I am aware of the limitations the game presents for an accurate OOB, so my main purpose will be to make a mod that plays realistically. I plan to modify especially combat data and research.
RE: 653H Mod
Posted: Wed Jun 14, 2017 12:23 pm
by sPzAbt653
my main purpose will be to make a mod that plays realistically
I like this goal and believe it can be done with SC3. The standard game is great but there is a percentage of us that have historical leanings.
For Soviet OOB stuff, I have three of Glantz' books that give every friggin' detail you could imagine. Tedious stuff but worth it if you are an OOB nudnick like me [:)]
For Axis, in addition to Nafziger and Dr. Leo, AxisHistory.com is also a good site.
RE: 653H Mod
Posted: Wed Jun 14, 2017 12:54 pm
by Iñaki Harrizabalagatar
Thanks, I have Glantz also but I don't want to get too deep into OOBs. For instance I plan to make early Soviet armies and no Corps, that will not upgrade, so that the best thing you can do with them is disbanding them as soon as possible.
RE: 653H Mod
Posted: Thu Jun 15, 2017 2:46 pm
by Iñaki Harrizabalagatar
BTW I am starting with my mod and I have noticed that Mech units is not a Hard Type, it is light armor, that could have important effects in gameplay I guess.
I have seen in your mod that you changed the names of Tech researched, how can you do that?
RE: 653H Mod
Posted: Thu Jun 15, 2017 7:52 pm
by sPzAbt653
Mech units is not a Hard Type
I used the Division slot for Mech Units as that slot is for Hard Targets. There were a few cases where I wanted a division sized unit, and I used the Garrison unit for those [for example, the Italian Garrison on Rhodes was the 50.Regina Div].
changed the names of Tech researched
Find the Localization file in the 1939 Campaign and save it into your mod. This has all kinds of neat stuff that you can change. Look for the '#RESEARCH_ID' numbers and also the '#GAME_RESEARCH_MENU_TEXT' to change the descriptions [:)]
RE: 653H Mod
Posted: Fri Jun 16, 2017 7:28 am
by sPzAbt653
Now I am wondering how Vichy Algeria is activated in order for Torch to happen. Although this is a mod, I haven't intentionally changed anything that has to do with this type of event. However, I have not seen a US Torch type invasion in any of my games. So I started investigating and I don't see where it is set to trigger in the scripts Belligerence, Decision, any of the four Mobilizations, or War Entry. I do see the Fleet scripts for Torch. So how in the stock campaigns is Algeria brought into the war by the Allied computer so that Torch can happen ?
RE: 653H Mod
Posted: Fri Jun 16, 2017 6:25 pm
by Iñaki Harrizabalagatar
ORIGINAL: sPzAbt653
Mech units is not a Hard Type
I used the Division slot for Mech Units as that slot is for Hard Targets. There were a few cases where I wanted a division sized unit, and I used the Garrison unit for those [for example, the Italian Garrison on Rhodes was the 50.Regina Div].
changed the names of Tech researched
Find the Localization file in the 1939 Campaign and save it into your mod. This has all kinds of neat stuff that you can change. Look for the '#RESEARCH_ID' numbers and also the '#GAME_RESEARCH_MENU_TEXT' to change the descriptions [:)]
Many thanks! Btw did you modify the defence bonus? I am planning to do it because the values seem odd, with​ armour having double the bonus of infantry in cities, for instance.
RE: 653H Mod
Posted: Sat Jun 17, 2017 12:43 am
by sPzAbt653
In some cases I did, but I did not keep a change record so when I want to check something I have to open the stock campaign to compare to. In that specific case I don't remember changing the city bonus, though.
Edit: Thinking about it ... the Tank units in 653H are corps sized, so I guess that in a 15m hex the whole corps wouldn't be considered to be contained within a city, rather it would be defending in and around, so maybe the bonus isn't inappropriate ?
RE: 653H Mod
Posted: Sat Jun 17, 2017 7:10 am
by Iñaki Harrizabalagatar
ORIGINAL: sPzAbt653
In some cases I did, but I did not keep a change record so when I want to check something I have to open the stock campaign to compare to. In that specific case I don't remember changing the city bonus, though.
Edit: Thinking about it ... the Tank units in 653H are corps sized, so I guess that in a 15m hex the whole corps wouldn't be considered to be contained within a city, rather it would be defending in and around, so maybe the bonus isn't inappropriate ?
That doesn't sound logic, if the unit is not in the city then why the terrain bonus, different from clear terrain? There is a pattern in the defence bonus section in which armour receives higher bonus than infantry in close terrain like cities and woods, and even mountain, and it doesn't seem correct to me.
RE: 653H Mod
Posted: Sat Jun 17, 2017 7:38 am
by sPzAbt653
Ok then, I'll bow out of that discussion. I haven't noticed that Tanks are more difficult to defeat when in cities, but I will pay more attention now.
RE: 653H Mod
Posted: Mon Jun 19, 2017 11:53 am
by sPzAbt653
Can we change the values for Mines and Oil ? It seems they are worth either 15 or 30 MPP, but it would be nice to customize them a bit to reflect their different outputs.
RE: 653H Mod
Posted: Mon Jun 19, 2017 1:36 pm
by BillRunacre
ORIGINAL: Iñaki Harrizabalagatar
Many thanks! Btw did you modify the defence bonus? I am planning to do it because the values seem odd, with​ armour having double the bonus of infantry in cities, for instance.
Hi Iñaki
It's actually the other way around, as the defence bonuses apply to the defender when they are attacked by that unit type, so Tank Defense Bonus = bonus provided by that terrain when defending it against tanks.
Bill