653N Mod

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gwgardner
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RE: 653N Mod

Post by gwgardner »

1) I see reports like 'db - south channel raiders are active.'

Is it like a recon report, that AXIS raiders have been spotted?

2) I'm finding this mod gives me that 'one more turn' urge, which I struggled to find when I had to do the excessive tedious naval game.

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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

Yes, just ... one ... more ... turn !! Then 8 hours pass.

The 'db's' are explained in the Design Notes, but so you don't have to look for it, here it is:
Some News Messages begin with 'DB'. These help to monitor and troubleshoot which scripts are firing and when they fire. They are not necessary to the game and eventually they will all be removed, but you may still see them on occasion.
gwgardner
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RE: 653N Mod

Post by gwgardner »

ORIGINAL: sPzAbt653



The 'db's' are explained in the Design Notes

Just went back to read the notes. Unfortunately I ignored the .txt files in the mod download. You have put a great effort in this mod obviously. Quite impressive, not to mention that it's also impressive how well the game lends itself to such changes.

How do you keep the German AI from placing occupying units in those capitols where HQs would appear?

gwgardner
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RE: 653N Mod

Post by gwgardner »

Just for informational purposes, unless I have something messed up, when using the Sipres counter mod with the 653n mod, the mechanized corps looks like an infantry division.

So I will change to the 653 bitmaps.

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RE: 653N Mod

Post by sPzAbt653 »

impressive how well the game lends itself to such changes.
Agreed. Hubert has done a great job and spent a lot of extra time and effort in allowing us such access.

How do you keep the German AI from placing occupying units in those capitols where HQs would appear?

I haven't done anything and sometimes they don't appear. I have reduced the number of HQ's that are set to arrive this way, but let me know if you think it is a problem and I will do more.

I will change to the 653 bitmaps.
Oh right, this will only work with the 653N unit counter sheets [bitmaps]. I should add a note, thanks !
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RE: 653N Mod

Post by sPzAbt653 »

Regarding the German HQ's that appear free of purchase, I removed these events in the current version. To explain why - HQ's are expensive, and initially I felt that the Germans were at a disadvantage so I made it so that some of their HQ's would arrive at captured capitols [a nice bonus for conquering countries]. As the mod progressed, it seemed it might have been too much of a bonus, so I removed them. I played it a few times and am ok with it, but I left the notes in the document in case I wanted to return to it.
I have reread that doc and made a few minor changes, and it is attached here.
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gwgardner
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RE: 653N Mod

Post by gwgardner »

Thanks for the update. A couple of observations (not necessarily anything you would want to change):

1) It's August 1940 in my game, so far the AXIS subs have struck my convoys four times, for a total loss of 20 MPPs to the Allies. Any thought to upping the percentage chance to hit? Might add some serious tension for the Allies and urgency to develop ASW capabilities. -20 MPPs for the year is negligible.

2)I had kind of expected that the Destroyers for Bases deal would net the Allies a destroyer, but none appeared [later - makes sense, got a destroyer in Scapa Flow, took a couple of turns for delivery]

3) The Germans attacked in the Low Countries in April, 1940, pretty much following the Schlieffen type plan. Paris was taken in late July. I managed to lose the BEF, with the exception of the HQ.

4) Too bad I chose 'no' (just for the halibut) on the occupation of Irish ports, since now I find that my early maritime bombers, when based in Cornwall, are still out of range of the South Channel convoy locus. I think they would be just in range from Ireland.

5) I haven't figured out why my subs cannot fire on the enemy subs, no matter whether mine are in hunt mode or submerged. Properties show an attack factor of 2 against subs. I believe twice during the game the German subs have fired on mine.

6) The Mers-el-Kebir event seems a no-brainer to say 'no' since there are no capitol ships in the game, and the Allies can then save 30 MPPs for the cost of the raid. Would it be possible to perhaps give the Allies another incentive to carry out the raid?

7) This last observation is perhaps a bug in the base game: the Soviets refused the modification option to the Molotov-Ribbentrop Pact, and chose to not gain the right to move into Lithuania. However, later on when the Russkies chose to occupy the Baltic States, it got all three Baltic States.

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RE: 653N Mod

Post by sPzAbt653 »

1. Good idea. When I have played the Allies, the U-Boat menace has not scared me either. I think I had it based on the overall percentages during the war, so I'll try to think of a better way.
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RE: 653N Mod

Post by gwgardner »

from August '40 to April '41 the AXIS success in sub attacks on convoys has increased to around every 2 out of 3 turns. You mentioned changing the sub/asw method - I'd note that your current method has some elegance to it, and makes that part of the game more interesting in my opinion.

In vanilla campaigns, as the AXIS, I found convoy hunting to be frustrating in the extreme, with quick supply loss, frequent need to return to port, swarms of enemy destroyers which seemed to always find my subs even when not near the convoy routes.


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RE: 653N Mod

Post by gwgardner »

1) May 18 '41, AXIS subs hit convoys near Greenland, Azores and Iceland. Heaviest convoy loss per turn so far.

2) I turned off fog of war just prior to Barbarossa, to see how the German AI is handling the 653N OOB. Number of panzer corps is near historical. About 40% more infantry corps. There is a serious dearth of HQs. One mechanized corps, which given the abstractions in the game is probably about right. Four tac bombers, which one might abstract (along with the accompanying fighters) into the four historical air fleets.

Altogether quite impressive. The war in the east is going to be interesting.

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RE: 653N Mod

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RE: 653N Mod

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RE: 653N Mod

Post by sPzAbt653 »

That screenshot shows how the computer likes to pile up Air Units at the front line. I have seen this enough that I wonder if Hubert can or should do something about it.
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RE: 653N Mod

Post by sPzAbt653 »

ORIGINAL: sPzAbt653
1. Good idea. When I have played the Allies, the U-Boat menace has not scared me either. I think I had it based on the overall percentages during the war, so I'll try to think of a better way.
I want to go back to #1 from Post #27 now that I have had some time to review the situation. Currently the numbers for these convoy raids are based on averages over the course of the war. I knew this wasn't optimal, but maybe it was the best I could do. Now I am thinking that the percentage chance for a convoy to be raided should be 90-95%, and as the war progresses the player can be responsible for reducing the chance by using the Maritime Bombers.
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sPzAbt653
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RE: 653N Mod

Post by sPzAbt653 »

5) I haven't figured out why my subs cannot fire on the enemy subs ...
Sub vs. Sub Combat Values are ghosted out in the editor, and as far as I've seen subs cannot attack subs [although historically they did at times]. Keep an eye on this to see if you are certain that the computer is doing this.
Also, maybe Hubert can change the Sub-Sub Attack Properties from 2 to zero, to avoid confusion.
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RE: 653N Mod

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6] The Mers-el-Kebir event seems a no-brainer to say 'no'

There is an effect, in the DE 118 notes it explains:
If you say (NO) then should Vichy Algeria join the Axis, or be conquered by the Axis, then Germany will gain a strength 5 Coast Gun at Casablanca, and a full strength Coast Gun at Algiers. [:)]
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RE: 653N Mod

Post by sPzAbt653 »

7] I didn't modify any of those scripts [I think!] so I will push this one off on Bill !
I did modify the units that the USSR gets when they enter the war, and one thing I did have some trouble with was getting the 'Fortified Regions' to show up at appropriate places depending on which options were taken. The border DE's in that area are a tangled web. As of my last tests they were all arriving as expected, near Lwow, Bialystok and Lithuania. Since you are being so helpful, you can also keep an eye out for those arrivals if you like !
Thanks.
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RE: 653N Mod

Post by gwgardner »

ORIGINAL: sPzAbt653

7] I didn't modify any of those scripts [I think!] so I will push this one off on Bill !
I did modify the units that the USSR gets when they enter the war, and one thing I did have some trouble with was getting the 'Fortified Regions' to show up at appropriate places depending on which options were taken. The border DE's in that area are a tangled web. As of my last tests they were all arriving as expected, near Lwow, Bialystok and Lithuania. Since you are being so helpful, you can also keep an eye out for those arrivals if you like !
Thanks.

Those Fortified Regions showed up at Polotsk, Grodno, and Lvov, as shown in the screenshot. This is after I had moved one away from Grodno. I guess to be true to the intent, I should treat those FRs as static.


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gwgardner
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RE: 653N Mod

Post by gwgardner »

1) Another thing I'm trying to figure out, my level 0 maritime bombers cannot attack subs. I've had opportunity perhaps 10 times to do so, but the system won't allow it. I should have rushed research to get them leveled up, so will see soon what happens when I get them to level 1.

2) In this instance, the AXIS AI has been VERY hesitant. It did not attack until after the Soviets joined the Allies on 7/15, and even after they were at war, the Germans have done little more than probing attacks, rather than a full advance. I'm sure that has nothing to do with your mod, but the base game AI, no? I'll play it out a bit, but if the German AI remains desultory, I will go back to about April '41 and try again to see if the AI is more aggressive.

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RE: 653N Mod

Post by sPzAbt653 »

It looks like the Fortified Regions arrived as intended, excellent! It would be more accurate if they were immobile, but units can only arrive at or adjacent to a Resource, and locations can vary from game to game. They should all be gone by turn 2, so its not much of an issue.
my level 0 maritime bombers cannot attack subs.
Well, I cheated and set up all the Convoy Locations outside of the initial
Maritime Bomber Range. This hopefully mirrors the Allies inability to stop the subs at the beginning of the war [and, gives the player another pressure choice - Maritime Bomber upgrade or something else].
the AXIS AI has been VERY hesitant
I hope I didn't screw something up! Actually, that should be on the base game as I haven't messed with that [to my knowledge]. I also don't recall seeing that type of behavior in any of my games, so I'm not sure why it is doing that.
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