653N Mod
RE: 653N Mod
Now I have advanced in time enough that the two physical convoys that exist in 653N are operating, and I no longer get the error. So the error only occurs when I click on non-operating convoys, I guess.
RE: 653N Mod
Total weirdness.
* Installed 653N into Users\NAME\Documents\My Games\Strategic Command War in Europe\Campaigns - which I think is the right place.
* No 653n.dat file installed, but you said above that that file is created when you run the program, so no problem.
* Problem. I had a file manager open to the sub directory and after I started the game and when to Campaigns - POOF all the 653N files and the 653N directory vanished.
- Well not totally vanished, the 653N material was erased from the Campaigns directory and put into a Campaigns BACKUP directory, I have 5 of these from my attempts to run 653N. Beyond weird to me.
Please help. I've tried the 653H a tiny bit and very much like what you have done, but I like more naval in my game and 653N looked ideal. I'd really like to play it.
PS I checked an my anti-virus didn't stick it into quarantine.
UPDATE - More Weirdness
Copied 653N from one of the five Campaigns BACKUP directories into the Campaigns directories and then ran it successfully, ONCE. Moved two units, saved, closed completely, restarted and 653N was no longer in the Campaigns list and the save game couldn't load. CRAZY
* Installed 653N into Users\NAME\Documents\My Games\Strategic Command War in Europe\Campaigns - which I think is the right place.
* No 653n.dat file installed, but you said above that that file is created when you run the program, so no problem.
* Problem. I had a file manager open to the sub directory and after I started the game and when to Campaigns - POOF all the 653N files and the 653N directory vanished.
- Well not totally vanished, the 653N material was erased from the Campaigns directory and put into a Campaigns BACKUP directory, I have 5 of these from my attempts to run 653N. Beyond weird to me.
Please help. I've tried the 653H a tiny bit and very much like what you have done, but I like more naval in my game and 653N looked ideal. I'd really like to play it.
PS I checked an my anti-virus didn't stick it into quarantine.
UPDATE - More Weirdness
Copied 653N from one of the five Campaigns BACKUP directories into the Campaigns directories and then ran it successfully, ONCE. Moved two units, saved, closed completely, restarted and 653N was no longer in the Campaigns list and the save game couldn't load. CRAZY
RE: 653N Mod
I have never seen anything like that happen. Hopefully, someone who is more computer savvy than I will have some advice.
RE: 653N Mod
ORIGINAL: Akmatov
Copied 653N from one of the five Campaigns BACKUP directories into the Campaigns directories and then ran it successfully, ONCE. Moved two units, saved, closed completely, restarted and 653N was no longer in the Campaigns list and the save game couldn't load. CRAZY
I know that installing the 5 Mods package causes everything in the campaigns folder to be moved to the backup folder. I can only guess that you may have installed, and then reinstalled, the 5 Mods Package?
RE: 653N Mod
I purchased SC on Steam and the five mods were automatically installed. I'd like to be able to install the 653N upgrade afterwards. I believe I installed them correctly as the tutorial shows.
RE: 653N Mod
ORIGINAL: Akmatov
I purchased SC on Steam and the five mods were automatically installed. I'd like to be able to install the 653N upgrade afterwards. I believe I installed them correctly as the tutorial shows.
My game is on Steam too. When Steam did the automatic install of the mods, it did move the 653N over to the backup folder.
Remember that Steam may update things without you being aware, and thus causing another move to the backup.
Just copy the 653 folder from the backup to the regular Campaigns folder. That's what I did, with no further problem.
RE: 653N Mod
I have uploaded the latest 653N version. I just completed a game as the Allies vs. the Axis computer and can confirm the issue outlined in posts 68-75. The issue makes it not so good if you play as the Allies vs. the Axis computer, as the Axis Coast Guns will move all over, some ending up in Russia, while other valuable units will take their place on the coast in NW Europe.
The Guard scripts worked fine in earlier versions, I don't know why they are being triggered so early now. It's not an issue if you play as the Axis.
The Guard scripts worked fine in earlier versions, I don't know why they are being triggered so early now. It's not an issue if you play as the Axis.
RE: 653N Mod
How did you do in your latest Allies vs AI game? In my second try, I'm doing better, but its Dec '43 and the Axis holds Moscow, Allies stymied in Italy and Southern France.
RE: 653N Mod
Allies won in Sept. 45, which is about as good as I have done. This time I did Torch in France [at Brittany in 43], hoping for a quicker victory, but no luck. I generally don't lose Moscow or Leningrad, but it is always touch and go for several turns and a tough thing to manage. Italy is impossible until you get Strats in the Med. that can destroy the Axis supply grid [with subs to block ports, and superior fighter strength].
RE: 653N Mod
Three observations from my current play as Allies, for whatever they're worth:
1) I decided to spend research MPPs on the 'global' categories, and thus by late 1943 I've only just started researching maritime/ASW. Result, I've taken a 15 to 25 MPP hit to convoys every turn. Over time that's huge, but it's not enough at any given time to cause me angst.
2) Another result of 1) above, is that the AXIS subs have had a free hand, and yet in all the transport I've done overseas, I've only had two hits. Lost one HQ, took 5 strength point damage to a corps. So I've never felt any pressure to upgrade my transports, to get better protection.
3) I feel like I've cheated by setting my convoy percentage for both lend-lease convoys to 50%. If it means 50% of the economy of the US is going to the Brits/Russkies, that's surely historically ridiculous.
1) I decided to spend research MPPs on the 'global' categories, and thus by late 1943 I've only just started researching maritime/ASW. Result, I've taken a 15 to 25 MPP hit to convoys every turn. Over time that's huge, but it's not enough at any given time to cause me angst.
2) Another result of 1) above, is that the AXIS subs have had a free hand, and yet in all the transport I've done overseas, I've only had two hits. Lost one HQ, took 5 strength point damage to a corps. So I've never felt any pressure to upgrade my transports, to get better protection.
3) I feel like I've cheated by setting my convoy percentage for both lend-lease convoys to 50%. If it means 50% of the economy of the US is going to the Brits/Russkies, that's surely historically ridiculous.
RE: 653N Mod
1] Research is certainly a good part of the fun, as is figuring out what to do and when. The way I see it for 653N, there are three main categories, and for me the organization and reduction in choices from the stock version makes it less stressful to deal with [:)]


- Attachments
-
- 653Rsrch.jpg (102.35 KiB) Viewed 470 times
RE: 653N Mod
2] Agree that it is not necessary to invest in Transport Upgrades. Maybe against a human it would be different, or if I figured out how to make some German Subs form a blockade at a time inconvenient for the Allies yet convenient for the Axis.
3] The 50% limit that I set was set long ago in development and I haven't thought about it since. Agree that it is a bit much and I will lower it. I think the highest I have actually used in game is 25%, what do you think ?
Also, I feel that the USA's economy in this game is really low when compared to the other nations, so I could say that 50% isn't actually representative of 50% of the whole economy of the USA, but that isn't the point.
I've been tinkering with the Soviet Factory Moves the last couple versions. I am playing as the Axis this time but I noticed that I got one of the parameters wrong. If you are the Allies you may see that some of the 'moved' USSR Resources get reduced by too much each turn, resulting in their reduction to zero when I didn't intend that to happen. So the 50% Lend-Lease limit should help out until the next version is posted [;)]
3] The 50% limit that I set was set long ago in development and I haven't thought about it since. Agree that it is a bit much and I will lower it. I think the highest I have actually used in game is 25%, what do you think ?
Also, I feel that the USA's economy in this game is really low when compared to the other nations, so I could say that 50% isn't actually representative of 50% of the whole economy of the USA, but that isn't the point.
I've been tinkering with the Soviet Factory Moves the last couple versions. I am playing as the Axis this time but I noticed that I got one of the parameters wrong. If you are the Allies you may see that some of the 'moved' USSR Resources get reduced by too much each turn, resulting in their reduction to zero when I didn't intend that to happen. So the 50% Lend-Lease limit should help out until the next version is posted [;)]
RE: 653N Mod
I do enjoy your set of research options better than the vanilla campaign. That second category has gotten short shrift so far from me.
With regard to the 25 vs 50%, it comes down to me being allowed to 'cheat' vs not being able to; the point you make that MPP totals don't necessarily represent entire economies, but rather military budgets is important. I'd prefer not having the feeling of cheated, but of course that is totally on me in the current version.
653n remains for me the closest any game of Barbarossa has come to the nail-biting situation on the Eastern Front.
With regard to the 25 vs 50%, it comes down to me being allowed to 'cheat' vs not being able to; the point you make that MPP totals don't necessarily represent entire economies, but rather military budgets is important. I'd prefer not having the feeling of cheated, but of course that is totally on me in the current version.
653n remains for me the closest any game of Barbarossa has come to the nail-biting situation on the Eastern Front.
RE: 653N Mod
So you think leave it at 50%?
Barbarossa - agreed on the nail biting, and for both sides. Although, against the computer the Axis doesn't usually have a defensive nail biter after failing to knock out Stalin, because the computer WAllies don't pose a threat. I am working on it, slowly adding in a script here and there, but it's not easy to take into account all situations.
Barbarossa - agreed on the nail biting, and for both sides. Although, against the computer the Axis doesn't usually have a defensive nail biter after failing to knock out Stalin, because the computer WAllies don't pose a threat. I am working on it, slowly adding in a script here and there, but it's not easy to take into account all situations.
RE: 653N Mod
ORIGINAL: sPzAbt653
So you think leave it at 50%?
Sure, it adds a level of gameplay variety, whether one wants to go all out supporting the Soviets or not.
RE: 653N Mod
I was thinking about the Axis capturing Malta, I've done it various ways, Amphib or Para, German or Italian unit. I was thinking it might have made Italian folks happy if they captured it, so I'd like to raise their National Morale by 500, but only if an Italian unit does the capturing. Probably can't be done but I thought I might try this:
{
#NAME= Italy - Morale boost for capture of Malta
#POPUP= Italian Special Forces capture Malta ! [Italy +500]
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 59
#TRIGGER= 100
#NM_UPDOWN= 500
#NM_TURNS= 1
#DATE= 1939/09/03
#OBJECTIVE_TEXT_POSITION=
#ALIGNMENT_POSITION=
; 1st Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 59 [1] [100] [0]
; Malta is occupied by an Italian unit
#CONDITION_POSITION= 175,114 [0,0] [1,1] [1] [59]
}
'TYPE= 0' means that it can only trigger once, but I'm not sure why. It would only work IF Malta were Axis AND Italian occupied, not occupied at that instant by any other Axis unit. However, if 'TYPE= 0' doesn't work like I hope it does, then it probably means that anytime an Italian unit occupies Malta, this will trigger [not just if an Italian unit is the first to occupy Malta].
{
#NAME= Italy - Morale boost for capture of Malta
#POPUP= Italian Special Forces capture Malta ! [Italy +500]
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 59
#TRIGGER= 100
#NM_UPDOWN= 500
#NM_TURNS= 1
#DATE= 1939/09/03
#OBJECTIVE_TEXT_POSITION=
#ALIGNMENT_POSITION=
; 1st Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 59 [1] [100] [0]
; Malta is occupied by an Italian unit
#CONDITION_POSITION= 175,114 [0,0] [1,1] [1] [59]
}
'TYPE= 0' means that it can only trigger once, but I'm not sure why. It would only work IF Malta were Axis AND Italian occupied, not occupied at that instant by any other Axis unit. However, if 'TYPE= 0' doesn't work like I hope it does, then it probably means that anytime an Italian unit occupies Malta, this will trigger [not just if an Italian unit is the first to occupy Malta].
RE: 653N Mod
excellent mode, congratulations!
is your mode compatible with counters done by Sipres?
and if you use the SCe WW2 from steam, I tried to install placing yours folders in the campaigns folders, but the game does not recognize the new campaign when I start.
Do I have to manually open the editor and create a new campaign? thanks!
is your mode compatible with counters done by Sipres?
and if you use the SCe WW2 from steam, I tried to install placing yours folders in the campaigns folders, but the game does not recognize the new campaign when I start.
Do I have to manually open the editor and create a new campaign? thanks!
RE: 653N Mod
I believe the release notes for 653N state that no other counter mods are compatible with 653N.
My installation of 653N is in this folder:
C:\Users\GaryG\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns
Yours would be similar, for your username and drive.
My installation of 653N is in this folder:
C:\Users\GaryG\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns
Yours would be similar, for your username and drive.
RE: 653N Mod
So how do you take Malta? I have six tac bombers and five BBs and I cannot do a thing. Amphib will not land. What am I missing?
RE: 653N Mod
Malta capture: tm.asp?m=4218403

