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RE: Fall Weiss II - how to launch the game
Posted: Mon Oct 19, 2020 12:21 am
by mdsmall
Hi - I am trying to install Version 8.3 and play it in a PBEM game. This is the first time I have ever downloaded any mod for any game, so I need a bit more help. I have been able to download the campaign file, unzip it and save it in the right folder (I think). But what do I do next to play this campaign? I don't know where to look for the file when I run Strategic Command. Where should the mod show up, if it is properly installed and how do I launch it?
Many thanks,
Michael
RE: Fall Weiss II - tech levels for Canada?
Posted: Mon Oct 19, 2020 12:31 am
by mdsmall
Having read all the previous posts in this forum, I was surprised that you recently downgraded the access to a number of tech levels for all minors, without a carve-out for Canada. Surely the Canadian forces in WW2 had the same technological and combat capabilities as the British, given how closely integrated the Canadian armed forces were with the UK and increasingly the US later in the war. It seems perverse that other British Commonwealth forces that are not treated as separate minors (e.g. Australian, New Zealand or Indian units) would get the benefit of the full British tech, but the more substantial Canadian forces would not. This seems to have been a fix introduced to get the balance right on the Eastern Front for the various Axis minors and large neutrals, such as Spain and Turkey. But it creates it an imbalance for the smaller North American partner among the Allies.
Are you open to fixing this?
RE: Fall Weiss II - tech levels for Canada?
Posted: Mon Oct 19, 2020 10:08 am
by Taxman66
Solo:
When you get the opening screen (with the music playing) and pick Single Player, you should then see a list of scenarios and Fall Weiss II - 8.3 should be among them (probably the last). Select it.
PBEM++ (Join existing game):
Select PBEM++. If you want to join a game someone else created, you should see it in the box listing available games in the upper right. It should say Fall Weiss II - 8.3 (most will say Storm over Europe) and have your opponent's userid (if you are looking for a specific game/opponent). Select the game you want and, if required, provide the password the opponent provided you ahead of time.
PBEM++ (Host game):
Select PBEM++. Select Host game. Select Fall Weiss II - 8.3, and set up the rest of the options. Contact your opponent and provide him with the password you've chosen. If host a game without a password then it is an open game that anyone could join, and may do so before your friend/opponent can.
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If you don't see the Fall Weiss II - 8.3 option you have installed it in the wrong folder. DO NOT install it in the folder that has the other (older) FW scenario as that is provided by the community pack, those have been incorporated into the 'base'. As a matter of fact you're better off deleting that one.
RE: Fall Weiss II - tech levels for Canada?
Posted: Mon Oct 19, 2020 11:04 am
by crispy131313
ORIGINAL: mdsmall
Having read all the previous posts in this forum, I was surprised that you recently downgraded the access to a number of tech levels for all minors, without a carve-out for Canada. Surely the Canadian forces in WW2 had the same technological and combat capabilities as the British, given how closely integrated the Canadian armed forces were with the UK and increasingly the US later in the war. It seems perverse that other British Commonwealth forces that are not treated as separate minors (e.g. Australian, New Zealand or Indian units) would get the benefit of the full British tech, but the more substantial Canadian forces would not. This seems to have been a fix introduced to get the balance right on the Eastern Front for the various Axis minors and large neutrals, such as Spain and Turkey. But it creates it an imbalance for the smaller North American partner among the Allies.
Are you open to fixing this?
Actually the Indian, British, and New Zealand forces are now "Commonwealth" and are not British forces, so they are in the same boat as Canada. Also all of these forces still benefit from all tech, the only exception is the military doctrine which is assigned to the Major's only (Infantry, Armour, Aerial, Naval, etc.) these are morale boosts for these forces and do not effect the units attack/defense capability or ability to strike more than once. Canada is grouped in with some of the majors in that they are the only minor that can reinforce their naval surface fleet at half cost.
RE: Fall Weiss II
Posted: Mon Oct 19, 2020 11:13 am
by crispy131313
ORIGINAL: Taxman66
Not sure if this was intended or not, but I noticed (while playing as Allies vs. AI) that prior to Barbarossa, Russia's mobilization would sometimes decrease for no given/stated reason.
For example there was the event where Germany refused to supply equipment and Russia's Mobilization increased 10% from 22% to 32% (iirc), but by the next turn Russia's mobilization was back in the low/mid 20% and there were no negative modifier events that I was aware of.
Had a similar occurrence upon German DoW on Yugo. Russian Mobilization increased and then fell back again.
Grandfathered from the vanilla game there is some scripts that lower USSR mobilization during Germany's build up for Barbarossa as the AI buildup could trigger USSR mobilization scripts too dramatically and the Axis AI could accidentally trigger USSR war entry.
RE: Fall Weiss II
Posted: Mon Oct 19, 2020 11:15 am
by crispy131313
ORIGINAL: Taxman66
Again with my Allied game:
1. German garrison of Egypt pop up did not show up (Correct)... Well Axis never got that close so it never triggered thus not a good test I suppose.
2. Greek neutrality did not show up (Correct)
3. Portuguese neutrality did not show up (Correct)
4. Axis Influence of Syria did not show up... Not sure of if the conditions ever met up to fire.
5. I did see the Vichy Collaboration pop- up (Correct).
Thanks for the reports, hopefully I can get these right. I would like to keep them as it offers a good deal of transparency.
To all I appreciate the feedback, please keep it coming. Even though I'm working to a final version I'll be sure to fix any "errors" even if not caught by next update.
RE: Fall Weiss II
Posted: Mon Oct 19, 2020 11:37 am
by Taxman66
Am trying from the Axis side and so far everything appears correctly as far as I know.
Meaning for example that the Axis Turkey Diplo warning is firing for both sides.
RE: Fall Weiss II
Posted: Mon Oct 19, 2020 12:41 pm
by Elessar2
Too bad that the AI doesn't seem to want to upgrade ANY of the Commonwealth units.
RE: Fall Weiss II
Posted: Mon Oct 19, 2020 3:16 pm
by crispy131313
AI in general is not very good updating ground units In general. PBEM is still the best!
RE: Fall Weiss II
Posted: Mon Oct 19, 2020 3:47 pm
by Taxman66
Yes, but PBEM has issues too.
RE: Fall Weiss II - problems downloading files
Posted: Tue Oct 20, 2020 12:37 am
by mdsmall
post deleted
RE: Fall Weiss II - tech levels for Canada?
Posted: Tue Oct 20, 2020 12:59 am
by mdsmall
ORIGINAL: crispy131313
ORIGINAL: mdsmall
Having read all the previous posts in this forum, I was surprised that you recently downgraded the access to a number of tech levels for all minors, without a carve-out for Canada. Surely the Canadian forces in WW2 had the same technological and combat capabilities as the British, given how closely integrated the Canadian armed forces were with the UK and increasingly the US later in the war. It seems perverse that other British Commonwealth forces that are not treated as separate minors (e.g. Australian, New Zealand or Indian units) would get the benefit of the full British tech, but the more substantial Canadian forces would not. This seems to have been a fix introduced to get the balance right on the Eastern Front for the various Axis minors and large neutrals, such as Spain and Turkey. But it creates it an imbalance for the smaller North American partner among the Allies.
Are you open to fixing this?
Actually the Indian, British, and New Zealand forces are now "Commonwealth" and are not British forces, so they are in the same boat as Canada. Also all of these forces still benefit from all tech, the only exception is the military doctrine which is assigned to the Major's only (Infantry, Armour, Aerial, Naval, etc.) these are morale boosts for these forces and do not effect the units attack/defense capability or ability to strike more than once. Canada is grouped in with some of the majors in that they are the only minor that can reinforce their naval surface fleet at half cost.
Glad to hear that all the British Commonwealth units are being treated the same. But what is the rationale for treating these units as less able to benefit from the military doctrine technologies, compared to the British? While there was a difference in morale and effectiveness between the Germans and their Romanian allies, for example, I don't think was the case between the British and the Australians or the Canadians. Given that all of the Commonwealth countries joined the war by October 1939 and trained with the British and later the Americans, their capabilities would have progressed at the same speed as Britain. For example, Australia contributed 10,000 pilots and air crew to Bomber Command, while the Canadians made a major industrial contribution to the Allied war effort (which you recognize in the naval build rules), and had their own beach at D Day. Why shift to a "one size fits all" approach to tech for all the minors in the game?
Fall Weiss II
Posted: Thu Oct 22, 2020 11:46 am
by Finrod76
Good afternoon,
First, thank you for the effort to create this mod, second, excuse my poor knowledge of the English language, I am using google translator ...
I have a problem, when Poland falls, it gives me the following error:
splash_message_dialog: draw_splash_popup_text_to_buffer no such file or directory
It happens just as the Danzing border line is about to disappear.
Thank you very much!!!
RE: Fall Weiss II
Posted: Tue Oct 27, 2020 3:34 pm
by Elessar2
Hey Crispy,
Not sure if this WAD, either from something Hubert or Bill put in or one of your scripts, but, right after the US declared war in early Dec '41, a whole host of American units beamed down to Iraq: Eisenhower, a fighter, tank, corps, and army. I was puzzled since I checked the turn before the DoW and didn't see any US units on the way to the Persian Gulf [which would take them without transporters [:D] about 4-7 turns by my reckoning].
For the purposes of play balance I don't have an issue with it, necessarily [Rommel was 2 turns from Baghdad when they DoWed], just found it a bit strange.
RE: Fall Weiss II
Posted: Tue Oct 27, 2020 6:51 pm
by Taxman66
Just part of the never ending parade of free units for the AI.
RE: Fall Weiss II
Posted: Wed Oct 28, 2020 10:29 pm
by Elessar2
Yeah, but they need it. I was just questioning the timing 'tis all.
Reinforcement costs for Canadian destroyers
Posted: Tue Nov 03, 2020 1:09 am
by mdsmall
Hi Crispy
I am currently playing your mod for the first time, as the Allies. I was under the impression from something I had read on this Forum that Canadian naval units can build and reinforce at the unmodified rate as the UK, unlike other minors. However, I am trying to reinforce one of my two Canadian destroyers and it is costing me double the price in MPPs (17 MPPs per point) compared to a British destroyer. Is this what you had intended?
Michael
Turkey joins the Axis
Posted: Tue Nov 03, 2020 1:16 am
by mdsmall
Crispy - another question from playing through the latest version of FAll Weiss. On the second turn in 1939 (I think) I was offered a DE option to reject the Russian - Turkish treaty. I said yes, because I was interested in the 10% bump in Soviet mobilization. Up until this turn (May 7, 1941), Turkey has been sitting quietly at 12% towards the Allies. As soon as the Axis launched Operation Barbarosa, Turkey mobilizes and joins the Axis.
Is this radical shift due entirely to the DE I accepted at the beginning of the game? I can't remember what it said in the Notes, but was this forecast? If it was, I must have been in a daze when I said YES, because the modest increase in Soviet mobilization is hugely offset by the strategic liability in the Middle East and the Caucusus of having Turkey join the Axis at the beginning of Barbarosa.
RE: Reinforcement costs for Canadian destroyers
Posted: Tue Nov 03, 2020 10:13 am
by crispy131313
ORIGINAL: mdsmall
Hi Crispy
I am currently playing your mod for the first time, as the Allies. I was under the impression from something I had read on this Forum that Canadian naval units can build and reinforce at the unmodified rate as the UK, unlike other minors. However, I am trying to reinforce one of my two Canadian destroyers and it is costing me double the price in MPPs (17 MPPs per point) compared to a British destroyer. Is this what you had intended?
Michael
Hmmm thanks for reporting this, they should be cheaper to reinforce I may have reverted it back somehow by accident, consider it on the fix list for next version.
RE: Fall Weiss II
Posted: Tue Nov 03, 2020 10:16 am
by crispy131313
ORIGINAL: Elessar2
Yeah, but they need it. I was just questioning the timing 'tis all.
It is a scripted event (AI only) after the fall of Egypt. It is quite fast for them to show up I agree, I do have a dummy script which will delay their arrival at least 1 turn so that they won’t arrive upon war entry maybe I should delay it at least another, I don’t want the AI to wait 4-5 turns though.