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RE: 653N Mod
Posted: Tue Aug 14, 2018 6:33 pm
by GungaDin16
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
RE: 653N Mod
Posted: Tue Aug 14, 2018 6:50 pm
by sPzAbt653
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.
RE: 653N Mod
Posted: Wed Aug 15, 2018 4:04 pm
by BillRunacre
I agree that raising a ticket might be best. Hopefully they'll be able to work it out for you.
RE: 653N Mod
Posted: Fri Aug 24, 2018 1:07 pm
by GungaDin16
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
Posted: Fri Aug 24, 2018 7:53 pm
by sPzAbt653
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
Posted: Mon Oct 22, 2018 7:04 pm
by ivanov
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.
RE: 653N Mod
Posted: Mon Oct 22, 2018 8:23 pm
by sPzAbt653
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
Posted: Mon Oct 22, 2018 9:18 pm
by ivanov
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.
RE: 653N Mod
Posted: Thu Oct 25, 2018 11:08 am
by sPzAbt653
if I understand your intentions correctly, you wanted to make this mod more historical.
You don't understand. The Naval aspect is heavily abstracted.
RE: 653N Mod
Posted: Wed Dec 12, 2018 2:41 pm
by Oxybeles
Having graphical glitches with the blue front line, as it just disappears. Does not happen with the 653H mod.
RE: 653N Mod
Posted: Wed Dec 12, 2018 7:55 pm
by sPzAbt653
Is it the same as seen in Post #8 here? :
tm.asp?m=4479984
RE: 653N Mod
Posted: Wed Dec 12, 2018 7:57 pm
by Oxybeles
RE: 653N Mod
Posted: Wed Dec 12, 2018 8:26 pm
by sPzAbt653
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.
RE: 653N Mod
Posted: Wed Dec 19, 2018 2:02 pm
by JagdFlanker
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

RE: 653N Mod
Posted: Wed Dec 19, 2018 3:28 pm
by JagdFlanker
also the Soviets never asked for the other half of Poland - i took it 3rd turn

RE: 653N Mod
Posted: Thu Dec 20, 2018 10:51 am
by JagdFlanker
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!
RE: 653N Mod
Posted: Thu Dec 20, 2018 2:16 pm
by sPzAbt653
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!

RE: 653N Mod
Posted: Thu Dec 20, 2018 2:16 pm
by sPzAbt653
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.
RE: 653N Mod
Posted: Thu Dec 20, 2018 2:19 pm
by 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.
RE: 653N Mod
Posted: Thu Dec 20, 2018 6:14 pm
by JagdFlanker
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!