653N Mod
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- Posts: 29
- Joined: Wed Jun 20, 2018 9:20 pm
RE: 653N Mod
OK One more try. I completely screwed up the rights to the Mygames folder and cant get them back. So...I downloaded and installed my Matrix version of the game in a different folder and updated it to 1.14.
1 - Will this mod work with the matrix version?
2 - If so, where to I place the 653N files?
THANKS
1 - Will this mod work with the matrix version?
2 - If so, where to I place the 653N files?
THANKS
RE: 653N Mod
I can't answer that so we'll have to wait for someone with more technical expertise to respond, or possibly you can open a ticket with Matrix Support.
- BillRunacre
- Posts: 6523
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: 653N Mod
I agree that raising a ticket might be best. Hopefully they'll be able to work it out for you.
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- Posts: 29
- Joined: Wed Jun 20, 2018 9:20 pm
RE: 653N Mod
Hey I got 653N working and it looks great. Quick question though - were the names of the generals eliminated or am I still not set up correctly?
RE: 653N Mod
I settled on Army and higher HQ Names instead of the general's names. Trying to keep general's names historical as the war progressed was a bit much.
RE: 653N Mod
I haven't tried this mode yet but I'm wondering about the "convoy" system. If the convoy lines were replaced by the convoy locations, then the Allied player may just send the destroyers to sit on those locations. Sure the Allies don't have enough destroyers to cover all the locations but such a permanent area denial takes out the "cat and mouse" feel from the game.
Lest we forget.
RE: 653N Mod
An Allied Destroyer sitting on a location does not create a permanent area denial because subs can force them away. The reality is that it's Cat and Mouse for the entire scenario.
RE: 653N Mod
Subs chasing away the destroyers? Doesn't seem very realistic to me. It's your design, your choices but if I understand your intentions correctly, you wanted to make this mod more historical. If that's the case, the destroyers should be the hunters, not the other way around.
Lest we forget.
RE: 653N Mod
You don't understand. The Naval aspect is heavily abstracted.if I understand your intentions correctly, you wanted to make this mod more historical.
RE: 653N Mod
Having graphical glitches with the blue front line, as it just disappears. Does not happen with the 653H mod.
RE: 653N Mod
Is it the same as seen in Post #8 here? :
tm.asp?m=4479984
tm.asp?m=4479984
RE: 653N Mod
Yes, that is the case.
RE: 653N Mod
I never came across what causes it to happen. Hopefully it is not too much of an inconvenience to you. If anyone knows what the cause is let me know and I'll fix it if I can.
- JagdFlanker
- Posts: 744
- Joined: Fri Jul 25, 2003 9:18 pm
- Location: Miramichi, Canada
RE: 653N Mod
i don't know if it's because i'm using a crappy (new) laptop, but the graphics are not working properly with this mod. it's not showing me
what land i took so i can't tell what land is mine and what isn't
Edit: the graphics work fine in the normal campaigns, just not the mod

what land i took so i can't tell what land is mine and what isn't
Edit: the graphics work fine in the normal campaigns, just not the mod

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- SC3-WWII W..14-40-52.jpg (899.89 KiB) Viewed 615 times
- JagdFlanker
- Posts: 744
- Joined: Fri Jul 25, 2003 9:18 pm
- Location: Miramichi, Canada
RE: 653N Mod
also the Soviets never asked for the other half of Poland - i took it 3rd turn


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- SC3WWIIW..142124.jpg (1.61 MiB) Viewed 615 times
- JagdFlanker
- Posts: 744
- Joined: Fri Jul 25, 2003 9:18 pm
- Location: Miramichi, Canada
RE: 653N Mod
interestingly enough the 653H mod works fine so i'l just play that one - as you i much prefer corp sized units, as little navy as possible and i don't care for the arty/AT/etc units
thanks for the hard work!
thanks for the hard work!
RE: 653N Mod
Thanks for the report. The missing blue lines have been talked about previously, it apparently only happens in Poland [no idea why].
It seems that the scripts didn't compile properly for the last posting. To check this, while in the game go to the Options > Advanced > Scripts and see if any are there on the right side of the screen. In this case, there are none!

It seems that the scripts didn't compile properly for the last posting. To check this, while in the game go to the Options > Advanced > Scripts and see if any are there on the right side of the screen. In this case, there are none!

- Attachments
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- 653N40.jpg (71.44 KiB) Viewed 614 times
RE: 653N Mod
It should look like this:

EDIT: The situation has been repaired and the file in post #1 has been replaced, so delete the 653N that you have and re-dl the file. You can delete the whole folder, everything is included in the new zip. Luckily that corrupted file was only up for a short time, so maybe few actually got it.

EDIT: The situation has been repaired and the file in post #1 has been replaced, so delete the 653N that you have and re-dl the file. You can delete the whole folder, everything is included in the new zip. Luckily that corrupted file was only up for a short time, so maybe few actually got it.
- Attachments
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- 653N41.jpg (102.59 KiB) Viewed 614 times
RE: 653N Mod
In my biased opinion, 653N is far better than 653H, so personally I hope you can get back to N as I think it is a better experience!
I haven't been playing 653N as I've been working on something else, so thanks again for reporting the script error.
I haven't been playing 653N as I've been working on something else, so thanks again for reporting the script error.
- JagdFlanker
- Posts: 744
- Joined: Fri Jul 25, 2003 9:18 pm
- Location: Miramichi, Canada
RE: 653N Mod
ORIGINAL: sPzAbt653
In my biased opinion, 653N is far better than 653H, so personally I hope you can get back to N as I think it is a better experience!
I haven't been playing 653N as I've been working on something else, so thanks again for reporting the script error.
ok, if it's only for Poland then that's cool - i thought it would be for the whole game. next restart i'l dive into 'N' - i much prefer dealing with less navy
gotta say though, playing my very first SC game as axis using the 'H' mod is a blast - the tech and units just make more sense to me compared to the base game. i'v got a few hundred hours playing 'time of fury' even though it was essentially an unfinished game, so SC is a big step up in quality!