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RE: Enabling PO

Posted: Wed Oct 18, 2006 6:01 pm
by Silvanski
Thanks GD. I'm delighted that it seems to work... The scenario has lots of units so the PO can keep a dense frontline in most plces which makes it tough to play against.
With more Commie formations activated, it's even more challenging.
The main theatre is central Europe of course, but the sideshows are equally interesting.
Interesting developments in Scandinavia and Commie forces landed on Cyprus (which has a supply point) where they are checked by ... the French.
Still a long way to go in this scenario, and as I go along I take note of some minor things which need fixing... a v1.2 is not out of the question.
 
I get some error reports from Elmer every few turns... something I'll look into.

RE: Enabling PO

Posted: Fri Oct 20, 2006 5:16 am
by Silvanski
30 March 1940.
The Communists broke through the French line!
A German-British combined force landed at Konigsberg in an effort to disrupt the Communist rear area.




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RE: Enabling PO

Posted: Fri Oct 20, 2006 6:55 am
by Silvanski
The USA has declared war on the Communists. Soon we'll see American units arrive.
Belgium and Holland have been activated as were the Yugoslav and Bulgarian armies. These can come to the aid of Romania which lost both Ploesti and Bucharest.

The stalemate on the German-Polish border makes me reconsider the strategy for the Communist PO... I'm taking down notes as I go along in this scenario.

RE: Enabling PO

Posted: Thu Oct 26, 2006 6:10 am
by Silvanski
v1.2 available in the downloads section of Xtreme Gamer (Strategy Online)
This'll be the definitive version... unless I find out or hear about a clumsy mistake [:D]
 
You'll also find there my mod of Piero Falotti's "Great War in the East" for TOAWIII

RE: Enabling PO

Posted: Wed Nov 01, 2006 5:01 am
by Silvanski
v1.3 will be necessary cuz Joao Russo pointed me to some odd things in the events list...

RE: Enabling PO

Posted: Wed Nov 01, 2006 8:35 pm
by rhinobones
ORIGINAL: Silvanski
some odd things in the events list...

Do you know whether these event problems were in the original, inserted during the modification or whether they are attributable to the conversion process?

Regards, RhinoBones

RE: Enabling PO

Posted: Thu Nov 02, 2006 3:41 am
by Silvanski
ORIGINAL: rhinobones

ORIGINAL: Silvanski
some odd things in the events list...

Do you know whether these event problems were in the original, inserted during the modification or whether they are attributable to the conversion process?

Regards, RhinoBones


I doubt it was in the ACOW version ... I cannot check that ... Converting to TOAWIII can have played a part...

The new update v1.5 took care of some faulty events and is available over at Xtreme-Gamer (former SZO ...)
It's not yet perfect however... watch this space!

RE: Enabling PO

Posted: Sat Nov 04, 2006 7:11 pm
by Silvanski
More event debugging and testing is underway.
Getting close to a fully playable version without any major event bugs.

RE: Enabling PO

Posted: Sat Nov 04, 2006 11:40 pm
by golden delicious
ORIGINAL: Silvanski
I doubt it was in the ACOW version ...

There were certainly event errors in the COW version- I checked. However you've inserted one or two events which may have added to them.

RE: Enabling PO

Posted: Sun Nov 05, 2006 5:47 am
by Silvanski
ORIGINAL: golden delicious
.. you've inserted one or two events which may have added to them.

There was a indeed a goof-up on my behalf but being addressed

RE: Enabling PO

Posted: Fri Nov 10, 2006 9:40 am
by Silvanski
Nearing completion of the major updated and corrected version of this mod... [:)] 
Final tests to be ran.

RE: Enabling PO

Posted: Fri Nov 10, 2006 10:26 am
by golden delicious
Keep up the good work Silvanski.

Just thought I'd mention that I picked up work on a complete re-write of this scenario- it should actually play very differently so I imagine Silvanksi's mod will still get played. In any case I've no idea when this will be in a playable state as I have loads of other stuff going on.

The scenario will have a lot more of a "people's war" kind of flavour, with masses of infantry, lightly supported (but more so as the war goes on) and opening with Trotsky's Russia launching a European war in support of the Spanish Republic in 1936. I figured this would be the height of Russian military power vis-a-vis the rest of Europe, which was only just beginning to rearm (Germany at this time had barely thirty divisions and no meaningful reserves- at best some landsturm troops in their late 30s who had fought in the last war).

The Russians will need to build momentum as they go. Although their industry is of course gearing up and producing more and more equipment all the time, ultimately they won't be able to outbuild the United States, Britain, France and Germany, so they will have to knock these countries out of the war, gaining recruits for their armies of world revolution as they go. The war in Spain (imperfectly modelled) and a possible guerrilla in France and elsewhere will run parallel to the Soviet onslaught, but astute Allied players will probably crush these minor threats first to meet the main foe head-on.

RE: Enabling PO

Posted: Fri Nov 10, 2006 3:44 pm
by Silvanski
ORIGINAL: golden delicious

Just thought I'd mention that I picked up work on a complete re-write of this scenario- it should actually play very differently .../...The scenario will have a lot more of a "people's war" kind of flavour, with masses of infantry, lightly supported (but more so as the war goes on) and opening with Trotsky's Russia launching a European war in support of the Spanish Republic in 1936.

That sounds very interesting GD. No doubt that there will be a lot of work going into the OOB/TOE for this one.

RE: Enabling PO

Posted: Fri Nov 10, 2006 3:50 pm
by golden delicious
ORIGINAL: Silvanski

That sounds very interesting GD. No doubt that there will be a lot of work going into the OOB/TOE for this one.

Yeah. It's a good deal easier to figure out what various armies, navies and air forces had in 1939 than it is for 1936. What with it being a hypothetical scenario, I think some serious fudging will be involved, and also armies will drift towards their historical organisations as the scenario goes on. However I should be able to put together something reasonable.

RE: Enabling PO

Posted: Mon Nov 20, 2006 8:15 am
by Silvanski
Easy liberation of Commie controlled cities occurred in testing.
Besides altering the objective tracks there will be a new feature in my AWW mod: appearance of garrison units in important occupied hexes... I hope this can also avoid easy amphibious landings... 
The human player gets no free lunch!
 
Testing of the update will start soon.

RE: Enabling PO

Posted: Thu Nov 23, 2006 6:27 am
by Silvanski
The intensive updated mod is nearing completion.

I just finished revising the minor Allies airforces and finished the Communist NKVD garrison OOB.

I still need to look into the garrisons TOE/supply/proficiency etc one by one cuz their strength will largely depend where they are deployed.

Some cities will be defended by a basic "mob" under control of the NKVD (hence the name) made up of irregulars without much extra special equipment, just enough to give token resistance, while others will be a tougher nut to crack.
These garrison units will start out with a low proficiency and readiness level and have a low replacement factor.
Set as "fixed" and on force support they will only give limited support to other Communist units and formations, but should be enough of a nuisance or even more to hamper Allied counterattacks.

Of course all of this has to be tested first...

RE: Enabling PO

Posted: Fri Nov 24, 2006 5:36 am
by Silvanski
Scenario has been sent to two testers and I sent you a copy as well GD.

AWW PO mod

Posted: Fri Dec 15, 2006 5:27 pm
by Silvanski
The all improved mod will be available shortly.

The scenario has been re-baptised "Trotsky's War" as he's the Soviet leader in this hypothetical conflict.

I'm doing a last series of playtesting and making small changes here and there.

I believe now that the PO is tuff enuff.

Here's an advance screenie.

*3 November 1939 - Trenches in Poland*

The Polish government asked and got help from Nazi Germany which halted the Soviet steamroller, for now. A bloody battle of attrition has been going on for several weeks and the frontline has more or less stabilized. But it's only a matter of weeks before a frustrated Trotski orders his troops to invade other countries.

I experienced that no two games are alike as a lot depends on what you do with your Polish units on the first few turns, and if you have enough Polish formations not going into reorganization.
Judge well where you move your German reinforcements, they won't cooperate well with other nations...
If that happens your frontline will be like a mature swiss cheese and soon you'll see Soviets roaming the German countryside...


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RE: AWW PO mod

Posted: Sat Dec 16, 2006 7:47 pm
by Silvanski
Available in the Xtreme Gamer and Rugged Defense depots.

Corrections for Trotsky's War

Posted: Tue Dec 19, 2006 12:05 am
by Silvanski
Two things I overlooked...

The minor one:
The Irish airforce has to be activated on turn 40, not turn 12 as it appears. Simply change it in the deployment editor.

The major one:
With placing the exclusion zones I didn't think about the fact that Poland and East Prussia won't receive supply the first 3 turns. Thanks Ben for pointing this out.
To solve this, place an Allied supply point in hex x=108, y=75,as in this screenie yes it is an excluded hex, but supply and units can go out of such a hex. This temporary supply point will feed Poland and East Prussia till the exclusion zone is removed.... (see next post)

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