Fall Weiss II - WIE 14.0 - (Ready for Download)

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crispy131313
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RE: Fall Weiss II

Post by crispy131313 »

Thanks. I think This is because I used the same Major ID bitmaps for both Finland and Romania. I'll have to use both slot 5 and 6 next update.
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crispy131313
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RE: Fall Weiss II

Post by crispy131313 »

ORIGINAL: sad ham

Another flag to fix.

The decision should still work by the way even if the flag is wrong on the pop up.
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RE: Fall Weiss II

Post by crispy131313 »

ORIGINAL: sPzAbt653
Amending the colours of nations and units is not really my strong suit,
I've messed with some graphics and had some decent results, and had fun doing it too. But if you want to have Finland and Romania with the standard unit colors, you could copy the two 'unit_sprites' files from the 'Axis Minor' graphics folder into the Major graphics folders that you used for Finland and Romania. Let it overwrite the existing unit_sprites files.

That might be a good solution. Thank you.
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sad ham
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RE: Fall Weiss II

Post by sad ham »

It would be fine if you could avoid this big mistake the allied AI does when it try to reconquest Great Britain.
Allied AI sends AVs and AVLs not escorted to Plymouth, but of course is not difficult for the Axis player destroy them all.
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RE: Fall Weiss II

Post by crispy131313 »

ORIGINAL: sad ham

It would be fine if you could avoid this big mistake the allied AI does when it try to reconquest Great Britain.
Allied AI sends AVs and AVLs not escorted to Plymouth, but of course is not difficult for the Axis player destroy them all.

I'll see what I can do.
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RE: Fall Weiss II

Post by crispy131313 »

On a scale of 1-10 what was the difficultly level of a successful Sealion (invasion of UK 1940)? I think historically this should be close to 10, is this your experience? I myself haven't look at this very much, or how the game reacts to this alternate history? One of the difficulties of the scale of the map is how the Allies may react to Sealion, or an All of France scenario as I have not gone this route.

I think for the next version I might look at what possible reactions could be for such large unhistorical events would be? i.e - Would India be asked to send forces to North Africa? Would the USA transfer a large portion of the Pacific Fleet (I might draw these from Pearl Harbor) to support a UK liberation? Would French colonies rally to protect Algeria? I also see there are no Partisans that pop up in UK. It seems silly the the entire nation can be garrisoned by U-boats.

I think I will explore how the Allies can still put up a fight given a seemingly impossible scenario such as the surrender of the UK.
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sad ham
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RE: Fall Weiss II

Post by sad ham »

Every time I've tried the sealion, I conquered Great Britain. So that I could give a rate of 5 Difficulty.
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RE: Fall Weiss II

Post by sad ham »

Anyway, if you make stronger (Axis or Allies AIs) giving them more units using scripts, it would be fine if you indicate the list of the added units scripts. In case the player choses to play without them.
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RE: Fall Weiss II

Post by crispy131313 »

ORIGINAL: sad ham

Anyway, if you make stronger (Axis or Allies AIs) giving them more unitis using scripts, it would be fine if you indicate the list of the added units scripts. In case the player choses to play without them.

I am not thinking using all free unit scripts. Perhaps it is as simple as having the UK focus more on builds then research for the first 6 months of the war, or setting more defensive naval scripts etc. But I won't also discount how other theatres would likely commit to the defense of U.K./Algeria if unhistrocial gains were made by the Axis. Once the Axis ignores history I think the game can too, within plausible context. Some of these elements already exist in my scenario as you may have found out.
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RE: Fall Weiss II

Post by sPzAbt653 »

India [and the entire Commonwealth] had not much to spare, they were committed defending their empire. Here is a quick reference to India's troops:
https://en.wikipedia.org/wiki/Category: ... rld_War_II
Of course, if using an unhistorical oob, then the above doesn't matter [;)]

I found the difficulty of Sealion to correlate to my gain in SC3 experience. My first attempt failed due to lack of understanding of the game mechanics and poor planning. After a few tries I now know how to do it and while there will be a fight [in 653H], I know it will succeed. The two loopholes in the game that make it easy are that there is no naval interception, and regular transports are unlimited if unloaded in the same turn [meaning that once a port in the UK is captured, the Axis can reinforce the beachhead with as many units as will fit].
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RE: Fall Weiss II

Post by sPzAbt653 »

how the Allies can still put up a fight given a seemingly impossible scenario such as the surrender of the UK.
I've only seen the UK surrender once so I wouldn't think it happens frequently. An Axis occupied England can only be left garrison-less if the player uses the knowledge that the computer will only invade in the Bristol-Plymouth area and covers the area with subs. This strategy will eliminate the Allied naval units and force the computer to send in unescorted amphibious transports.

I've switched sides after playing the Axis and the Allies can mount a comeback [against the computer]. The Axis have too much to cover. But in the current SC3, I have only seen the Allied computer attempt to return at the above mentioned UK location. If the Allied computer used other options, the game might be more challenging. The Persian Gulf, Red Sea, Morocco, Spain, Portugal, and on northwards all the way to Narvik should be open to invasion[s]. I don't know if this is possible to script, though.
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RE: Fall Weiss II

Post by crispy131313 »

ORIGINAL: sPzAbt653

India [and the entire Commonwealth] had not much to spare, they were committed defending their empire. Here is a quick reference to India's troops:
https://en.wikipedia.org/wiki/Category: ... rld_War_II
Of course, if using an unhistorical oob, then the above doesn't matter [;)]

I found the difficulty of Sealion to correlate to my gain in SC3 experience. My first attempt failed due to lack of understanding of the game mechanics and poor planning. After a few tries I now know how to do it and while there will be a fight [in 653H], I know it will succeed. The two loopholes in the game that make it easy are that there is no naval interception, and regular transports are unlimited if unloaded in the same turn [meaning that once a port in the UK is captured, the Axis can reinforce the beachhead with as many units as will fit].
Yes I would agree there is very little to spare and i have avoided including additional Commonwealth Units after looking at some tweaks. As mentioned somewhere else in this thread I had already given the Commonwealth a "boost" in Egypt (AI only) for no other reason then to simulate the early defeats the Italians experienced in Egypt. This was tweaked back to how it was in an earlier version and might be slightly different then what is available in the current version I've uploaded.

I've so far made some tweaks for Britain to help defend against Sealion, while leaving Sealion possible.
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RE: Fall Weiss II

Post by sPzAbt653 »

Balancing Egypt/Libya with the rest of the game is definitely a challenge !
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RE: Fall Weiss II

Post by crispy131313 »

Agreed it is tough but I think I'll strike the right balance in the next update. I also found some that the French rally in Algeria and the Pacific Fleet already transfers on the fall of Britain. Good work by the design team. Some tweaks to guard scripts in Algeria were needed however.
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RE: Fall Weiss II

Post by crispy131313 »

ORIGINAL: grombit

chris
my only disapointment with 2.1 so far, is that i presumed that you would have used slot major05 for romania
& slot major06 for finland,
i made up 2 custom bitmap set's for 05&06 for the 3d sprites.so that finnish planes & tanks etc,would have blue iron cross makings.
i done the same with romania so they would have national markings.
then i discovered you had used slot major05,for both romania & finland.
because you have rigged it this way, i was unable to use the custom bit mark set's
never mind.its up to you,the way you rig it.it's your mod.

I got around to tweaking this, bitmaps have been updated and I have also added Flags to both new Majors HQs as well report tables with show differnent national colours for the new Majors.
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RE: Fall Weiss II

Post by crispy131313 »

Here is a look at updated Unit Sprites for Finland and Romania:


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Wittman18
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RE: Fall Weiss II

Post by Wittman18 »

Hello! Prompt, install mod as you said but in choosing a campaign issue this error.
Filed (select_campagn_dialog: draw_campain_image_to, buffer): could not ljad image faile.how to correct the mistake in order to fashion work? Thanks in advance!
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RE: Fall Weiss II

Post by crispy131313 »

ORIGINAL: Wittman18

Hello! Prompt, install mod as you said but in choosing a campaign issue this error.
Filed (select_campagn_dialog: draw_campain_image_to, buffer): could not ljad image faile.how to correct the mistake in order to fashion work? Thanks in advance!

Unfortunately I do not have an answer to the error you have described. The version I have uploaded currently does not have any changes to bitmaps either so the issue might be from a faulty download? I would perhaps suggest downloading again and try installing once more. Make sure it is saved in the user made campaign folder.

I know some others have downloaded successfully and I have not been notified on any errors.
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RE: Fall Weiss II

Post by crispy131313 »

Version 2.2 has been uploaded. See Post #1.
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Wittman18
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RE: Fall Weiss II

Post by Wittman18 »

Write again how to put the mod? I should versya 1.0
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