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RE: Fall Weiss II

Posted: Sun Oct 21, 2018 2:47 pm
by ivanov
I've started the latest version of the campaign. Currently I'm in summer 1940, conquering the West. So far I can point out two issues:

1. Unescorted RAF strategic bombers don't suffer any loses from the German fighters ( level 1, high morale and readiness, within the HQ range ).

Basically the bombers always get through ;) In 90% of cases they don't suffer any loses but the intercepting fighters usually lose 1-2 strength points.

2. DE regarding the invasion of Denmark. I don't think it makes any sense for the player. It requires spending cash, while Denmark can be captured by one parachute unit, allowing to plunder the country after the conquest. Basically this DE is not cost effective. The Norway DE makes sense because it would be very difficult to repeat the historical success by the player but I don't see much sense spending the cash on Denmark.

RE: Fall Weiss II

Posted: Mon Oct 22, 2018 11:16 am
by crispy131313
Not too sure what to say about the RAF Bomber, in my experience Bombers take damage. For Denmark, the DE has been a staple in the default campaigns for a while and it serves an alternate route to occupy the country peacefully and thus keeping USA mobilization lower.

RE: Fall Weiss II

Posted: Mon Oct 22, 2018 1:00 pm
by ivanov
Yes the bomber issue is quite weird. I've made a test in a hotseat mode and it seems like the unescorted bombers suffer high loses now.

RE: Fall Weiss II

Posted: Tue Oct 23, 2018 1:40 pm
by ThunderLizard11
v20

Just started a new game playing as Allies with Veteran setting. Seems like a new event was added "German bombs defenses near Warsaw"? This makes it impossible to hold Warsaw even two turns and makes Axis more OP. Was this a change or just something I missed in v19? Are there more such surprises against Allies ahead that are new?

Thanks for work on the mod.

RE: Fall Weiss II

Posted: Tue Oct 23, 2018 3:34 pm
by crispy131313
The event is only when playing against the Axis AI, as I buffed Poland a bit form previous versions to help the Allies (PBEM & Allied AI) so it is the opposite of trying to make the Axis stronger actually. No other blatant cheat surprises like this were implemented though.

RE: Fall Weiss II

Posted: Wed Oct 24, 2018 11:48 pm
by Professor Chaos
Not sure if these are mod issues or part of the base game:
  • As USSR, there is no notification that the Siberian troops have deployed. I didn't see them for a while!
  • When Italy falls to the Allies (Mussolini removed), I think territory occupied by Italian troops becomes Allied before the troops disappear. So parts of occupied Russia, possibly deep behind lines, can suddenly become Allied.

RE: Fall Weiss II

Posted: Sun Oct 28, 2018 5:01 pm
by ThunderLizard11
V20 - playing as Axis/Intermediate level.

Seems like Soviets have a ton of armies at every city. How much of an MP bonus are they given and is it higher than vanilla? When I played as Axis I had very few Armies I could afford - mostly built Corps and not enough of those either.

Also noticed Allies do a much better job with D-DAY than vanilla in term of having ample ships guarding the channel. The Allies have a large mid-'43 invasion - is this something you changed from vanilla?

RE: Fall Weiss II

Posted: Tue Oct 30, 2018 1:56 pm
by sillyflower
ORIGINAL: Professor Chaos


As USSR, there is no notification that the Siberian troops have deployed. I didn't see them for a while!

If you watch the replay at the start of your turns, you will see them appear one by one when they deploy.

RE: Fall Weiss II

Posted: Wed Oct 31, 2018 2:53 pm
by greywulfe
The game ended on May 5th 1945.. The game is nowhere near over. How can I extend the end date of an already in progress game?

RE: Fall Weiss II

Posted: Wed Oct 31, 2018 7:46 pm
by crispy131313
Turn off the victory conditions in Advanced Settings, Scripts.

RE: Fall Weiss II

Posted: Sat Nov 03, 2018 3:11 pm
by ThunderLizard11
Just finished v20 game as Axis - a couple thoughts:

* Allied seemed to have a ton more units in North Africa and captured all Italian Africa, then DOWed Tunis and then launched an invasion of Sicily. I was able to pick off most of the transports and took back Sicily and then retook much of Libya - AI did seem to understand the need to have more ships protecting transports
* Overlord was a flop for AI - subs decimated transports and amphibious units. AI did better than vanilla but still needs more work on establishing naval superiority. I noticed AI research higher levels of anti-sub tech. Shouldn't Allied morale take a big hit if Overlord fails totally?
* Seems like AI has a ton more MPP than Axis. Is this a big change from Vanilla?
* War ended in May '45 with Major Axis Victory - Had Paris, Moscow, Berlin, Rome, Warsaw - Soviet morale was in the low 20s so not sure if that played into Allies throwing in the towel (wonder what would have occurred IRL if Axis held France into '45)

Nice work on mod

RE: Fall Weiss II

Posted: Sat Nov 10, 2018 2:27 pm
by greywulfe
Thanks - now the game doesn't end, but all the scripts stopped working - for example, war economy, etc. no longer are in effect. Also research no longer progresses.

RE: Fall Weiss II

Posted: Wed Nov 14, 2018 8:46 pm
by ivanov
This could also go to the main forum, but since I'm currently playing this mod, I'll post it here. The British and French navies can without any consequences attack the Norway convoys at the time when Norway is still neutral. There should be some penalty for the Allies for doing that. I'm not sure if that would be doable, but Norway should switch towards Germany or there should be some uproar among the neutral countries. Historically, the Norway navy was equally preparing to fight the Germans and the British, if the neutrality of the country was violated. Before the German invasion, there were some tense confrontations between Norwegian vessels and Royal Navy. So it's fair to assume, that the attacks against their shipping would have negative political consequences. The anti British sentiment and pro German factions, were present in the country before April of 1940.

RE: Fall Weiss II

Posted: Thu Nov 15, 2018 3:39 pm
by crispy131313
The British and French AI can attack the Norwegian convoy without consequence, this is true. However in PBEM, the Norwegians will eventually join the Axis from continued raiding. I think it is OK as is, otherwise you could exploit the Allied AI raiding to bring Norway into the Axis.

RE: Fall Weiss II

Posted: Thu Nov 15, 2018 7:21 pm
by ivanov
ORIGINAL: crispy131313

The British and French AI can attack the Norwegian convoy without consequence, this is true. However in PBEM, the Norwegians will eventually join the Axis from continued raiding. I think it is OK as is, otherwise you could exploit the Allied AI raiding to bring Norway into the Axis.

So you're saying that in PBEM the Allied raiding is causing Norway to switch towards the Axis? In that case that's fine.

RE: Fall Weiss II

Posted: Fri Nov 23, 2018 2:00 pm
by Rodimstev
hi Crispy,

can you please explain to me the process to download the last version?

I have actually the 17.0 but i Don't understand to load and install the 20.0

thanks in advance
Rodim

RE: Fall Weiss II

Posted: Tue Nov 27, 2018 2:55 pm
by durangokid
I just installed this mod and it certainly seems to load up OK. However, before it loads I get this message : could not find _Fall Weiss ii - 20\campaign.ini Saved game will be loaded without customization

I tried a second download just in case, but still the same message. Any ideas would be appreciated thanks.

RE: Fall Weiss II

Posted: Wed Dec 05, 2018 2:25 am
by LLv34Mika
Hi

not sure if it is somewhere in the changes but I tried to attack a garrison with carriers. I think 10 - 15 times now and scored not a single hit. Even if the garrison was not entrenched, low on morale/readiness and down to strenght 1.

Are carriers so much weaker in this game or only working vs naval targets?

Thanx in advance
Mika

RE: Fall Weiss II

Posted: Fri Dec 07, 2018 11:27 am
by crispy131313
Hi Mika, wasn't the games hard code updated so that aircraft could not destroy a unit at 1 strength? I thought this was implemented by the developers to reduce the impact of "Air Armies", I could be wrong though. Either way I did not make any changes from the base game that would cause this effect.

Romimstev, durangokid, you have the mod installed int the wrong area. There are installation instructions mentioned multiple times in this thread which can help though!

RE: Fall Weiss II

Posted: Fri Dec 07, 2018 11:41 am
by steelwarrior
Great mod - thanks