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

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crispy131313
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RE: Fall Weiss II - WIE 9.0 - (Upcoming)

Post by crispy131313 »

Teddybbeer - Very soon!! It's been a long time since I've updated so I wanted to complete a playthrough with all of these various changes to make sure it was working properly. I will likely upload this weekend after making a few final tweaks.

Oxfordguy3 - Yes I would say absolutely more challenging. I've played 2 matches recently, both as Axis which resulted in an Allied Decisive Victory and an Axis Major Victory, so a split. The game is different in that the Axis can win the game by drawing out the war long enough, in addition to simply winning outright. I'm not the greatest player but my ELO Ranking is #6 in vanilla last I checked and of course I've made the mod which would help so I would say you will certainly feel challenged. I've played 100% of my AI games with 20% AI MPP bonus, and +1 Experience, so those would be the recommended settings.
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OxfordGuy3
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RE: Fall Weiss II - WIE 9.0 - (Upcoming)

Post by OxfordGuy3 »

Thanks Crispy, I'll give it a go, though will wait for 9.0 before really getting stuck into a game
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RE: Fall Weiss II - WIE 9.0 - (Upcoming)

Post by OldCrowBalthazor »

Also waiting v 9.0 and ready to rumble tumble! [8D]

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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by crispy131313 »

https://www.dropbox.com/s/y6escfnkbf3hp ... 1.zip?dl=0

Version 9.1 update

- France starting MPP increase from 75 to 90
- French 2nd Army at Verdun and 9th Army at 155,82 increased in strength from 5 to 8, 1st Army at 153,81 increased in strength from 5 to 6, XLIV Corps at Epinal; IX Corps at Belfort increased in strength from 5 to 6.
- Resource scripts added for Algiers; Casablanca; Rabat; Tunis, Bordeaux and Marseille so that they start the war at zero strength, increasing by 1 per Allied turn.
- Removed French 500 NM penalty for abandoning Algiers
- French National Morale Penalty for German Blitzkrieg Amended as per Vanilla
- Manchester Added as NM Objective
- UK NM Boost for liberating UK of Axis Invasion
- While Italy is neutral, USA will mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 30 hexes of Syracuse Port, or 7 or more Allied naval units within 18 hexes of Syracuse Port.
- French Liberation Helper (MPP) now requires no Axis units within 3 hexes of Paris
- Decision events related to US sending supplies to USSR through Persia now require all road hexes between Bandar Abbas and Baku to be in Allied hands
- Dummy Events created to ensure Iraq Unit in Baghdad to trigger UK occupation and updated related surrender scripts updated as well
- UK Convoy to Archangelsk now requires all hexes between Archangelsk and Volgda to be in Allied hands
- Decision to send US Tanks to Cairo now only requires El Alamein to be in Axis hands hands rather than occupied by Axis unit
- France status removed in DE 601 Germany Invades Denmark
- The Murmansk convoy now requires Murmansk and all hexes to Belomorsk plus Vologda to be in Allied hands
- DE 300 for the US to send tanks to Cairo now checks for El Alamein being in Axis hands, rather than for an Axis unit to be in El Alamein.
- All Irish Ports return to Ireland if the country joins the Axis, Allies, or is occupied by UK
- Increase Rockets to Tech Level I (Germany)
- Removed Research Chit in Rockets (Germany)
- Reduced Airship Max Naval Weapons Tech to Level I
- Increased Airship Max ASW Weapons Tech to Level I
- Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero.
- Metz included in German Annexation of Alsace
- Added Free Dutch Units (Naval) script - 25% chance
- Corrected Territory Script for Commonwealth Invasion of Egypt from Sudan
- Added Soviet garrisons at Belomosk and Kandalaksha
- Amended Defender's HQ Attacker Losses < Defender losses from 0.05 to 0.
- UK Fighters that arrive in May 1940 now arrive at Birmingham rather than Oxford
- Port and Major Port Sub Defense Bonus increased to 5
- Increased HQ AA Tech to max Level III
- While Italy is neutral, Spain will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 30 hexes of Syracuse Port, or 7 or more Allied naval units within 18 hexes of Syracuse Port, as Franco is concerned at the impact an attack on his former ally will have on his own position.
- Pro-Axis Iraq will swing 25-35% towards Axis if Germany has 1-2 units within 7 hexes of Suez Canal (actual game says 7 in notes, but 5 in practice, I went with 7)
- Moved a British Partisan from Liverpool to Shefield
- French Army at Verdun moved to hex 158,83 to start the war and given entrenchment 1
- Amended French Troops Panic as Maginot Line is Outflanked Strength script as per Vanilla
- Removed Italian Mobilization considerations from 7th Armour Decision Events
- Corrected Von Rippentrop to Von Ribbentrop in various text
- Added rail joining Yozgat to Erzum to Kars to Lenikanen
- Lowered USSR Mobilization from Occupying the Turkish Straits from 15-25% to 12-18% based on various feedback
- Increased German Infantry Division Limit by 2
- Increased German Infantry Corps Limit by 1
- Increased German Mechanized Division Limit by 1
- Increased German HQ Limit by 1
- Added Von Vietinghoff HQ to German Production Que - Sep 1 1943
- Added 1 German Infantry Division, 1 Mechanized Division, and 1 Infantry Corps to Production Que July-Aug 1943
- Decreased Paratroopers Reinforcement cost from 10% to 8% (reformation cost remains 100%)
- Decreased Paratroopers Elite Reinforcement cost from 10% to 8%
- Decreased USSR, Germany, France, Italy and Canada Surface Fleet reinforcement costs from 10% to 8%
- Decreased Submarine Elite Reinforcement Cost from 10% to 5%
- Decreased Motorboat Torpedo Reinforcement Cost from 10% to 5%
- Decreased Destroyer Elite Reinforcement Cost from 10% to 5% for UK, USA
- Decreased Destroyer Elite Reinforcement Cost from 10% to 8% for USSR, Germany, Italy, France, Canada
- Decreased Fighters Elite Reinforcement Cost from 10% to 5%
- Decreased Special Forces Elite Reinforcement Cost from 10% to 5%
- Increased Infantry Division Light Armour Attack Value from 0 to 1
- Germany will receive the following units (strength) at end of June 1943 representing mass production achieved under Albert Speer: Tank Division (8), Fighters (8), Rocket Artillery (8), Anti-Tank (5), Anti-Air (5)
- Decreased chance per turn of Axis oil shortages (supply event) from 20% per turn to 15% per turn if Germany does not invest in Synthetic Oil and amended the decision text to reflect
- Added tournament scoring as follows:
- Allied Decisive Victory - 100 points (Axis Surrender)
- Axis Decisive Victory - 100 points (Berlin, Rome, Warsaw, Paris, London, Moscow, Leningrad, Stalingrad, Cairo, Baku or Baghdad)
- Axis Major Victory - 90 points (Berlin, Rome, Warsaw, Paris, London or Moscow) - May 7, 1945
- Axis Tactical Victory - 80 points (Berlin, Rome, Warsaw, Paris) - May 7, 1945
- Axis Minor Victory - 70 points (Berlin, Warsaw, Paris) - May 7, 1945
- Axis Marginal Victory - 60 points (Berlin) - May 7, 1945
- Axis Victory - 100 points (Berlin or Rome or Munich) - January 1, 1948 (extended game only)
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OxfordGuy3
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by OxfordGuy3 »

Great stuff, looking forward to trying this out
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by unukalhai »

Hi,

Found a bug:

After Poland capitulation, the event of Danzig. September 15, 1939.


Great mod, by the way.
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crispy131313
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by crispy131313 »

It looks as though you've placed the campaign in with the official campaigns, yet as it's a mod it needs to go elsewhere.

Typically mods have to go here:

C:\Users\[Your User Name]\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns

That error I believe is a signal you installed it the wrong area
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unukalhai
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by unukalhai »

Yo are right, I placed the mod with the official campaigns.

Thanks a lot!!.
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by OldCrowBalthazor »

I got V 9.1 going and rolling for a ride. I mostly do multiplayer, so after a shake down cruise with this for awhile, will be looking for an opponent. How sweet it is crispy131313. Thank you its like a new fresh game! [8D]

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BattleofKursk
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by BattleofKursk »

Hi, I have a few questions about your mod.
First a little background, I was playing a game as the Axis vs the AI and all of a sudden on June 6, 1943 the Allies launched a massive D-Day. This ruined my game as despite me doing great in the east with 80% of the caucuses taken, Stalingrad, and Leningrad in my control, as well as the Middle East + Egypt, my front collapsed because I had to pull so many troops west.

So my questions are:
1. Is it unique to your mod that the Allies D-Day in 1943 and if so can it be disabled through a script?
2. Is the early D-Day caused by a lack of troops in France similar to the troops near Warsaw rule?
3. What makes the Allies decide to D-Day early or is it random?
4. What tips do you have for beating an Allied D-Day?
5. Finally are there any unit counter mods that are compatible with your mod that you know of?
I just wanted to say I love your mod and always play it over vanilla. Thank you for all of your work on the game![:)]
-Battle of Kursk
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by Cameraeye »

I found a second bug playing 8.3. I attacked Stockholm Sweden with tactical bombers, all within range, and NONE were allowed to bomb the target. I even tried bombing a Swedish ship that was even closer to them. Nothing would happen. [&:]
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by BattleofKursk »

I have a suggestion for the mod. I think it would be awesome for you to include a new Waffen-SS unit. What I mainly mean by this is a separate unit designation with a black NATO counter or preferably with the SS mark and not overpowered German units. You could also add events to allow for the recruitment of historical SS units at the cost of MPPs. This would be a cool addition especially for people like me who enjoy larping.
-Battle of Kursk
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BillRunacre
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by BillRunacre »

ORIGINAL: Hartmann301

I found a second bug playing 8.3. I attacked Stockholm Sweden with tactical bombers, all within range, and NONE were allowed to bomb the target. I even tried bombing a Swedish ship that was even closer to them. Nothing would happen. [&:]

I wonder if the Major your units belong to is actually at war with Sweden?

You can check this by going to the War Maps and seeing if that country (presumably Germany?) is already at war with Sweden. If not, declaring war should enable their units to attack the Swedish ones.
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crispy131313
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by crispy131313 »

ORIGINAL: BattleofKursk

Hi, I have a few questions about your mod.
First a little background, I was playing a game as the Axis vs the AI and all of a sudden on June 6, 1943 the Allies launched a massive D-Day. This ruined my game as despite me doing great in the east with 80% of the caucuses taken, Stalingrad, and Leningrad in my control, as well as the Middle East + Egypt, my front collapsed because I had to pull so many troops west.

So my questions are:
1. Is it unique to your mod that the Allies D-Day in 1943 and if so can it be disabled through a script?
2. Is the early D-Day caused by a lack of troops in France similar to the troops near Warsaw rule?
3. What makes the Allies decide to D-Day early or is it random?
4. What tips do you have for beating an Allied D-Day?
5. Finally are there any unit counter mods that are compatible with your mod that you know of?
I just wanted to say I love your mod and always play it over vanilla. Thank you for all of your work on the game![:)]

1. I don't recommend disabling it, it could end up that D-Day never happens
2. No
3. There is a much higher % chance that the Allies will attempt D-Day in 1943 if the Axis have achieved stronger than historical gains in USSR by the end of 1942, that is what the decision is tied to, it is not 100% certain any circumstance though to keep things unpredictable.
4. When I defeat France I try to make sure that the capital does not move to Bordeaux, it is re-captured easier upon D-Day and will give the Allies quicker access to Capital supply, also if you ground the Luftwaffe you are in big trouble. To be honest it's very difficult to repel D-Day, reflective in the amended game end date, sometimes the Axis just needs to hope to draw out the war long enough to avoid unconditional surrender. If you can't transfer Tanks from the East you won't have a chance.
5. I don't think any are compatible due to the new unit types.

Thanks glad you enjoy it!!



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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by crispy131313 »

ORIGINAL: Hartmann301

I found a second bug playing 8.3. I attacked Stockholm Sweden with tactical bombers, all within range, and NONE were allowed to bomb the target. I even tried bombing a Swedish ship that was even closer to them. Nothing would happen. [&:]

I think Bill is correct, did you DOW with Finland who maybe did not sign the Tripartite Pact.
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crispy131313
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by crispy131313 »

ORIGINAL: BattleofKursk

I have a suggestion for the mod. I think it would be awesome for you to include a new Waffen-SS unit. What I mainly mean by this is a separate unit designation with a black NATO counter or preferably with the SS mark and not overpowered German units. You could also add events to allow for the recruitment of historical SS units at the cost of MPPs. This would be a cool addition especially for people like me who enjoy larping.

I've thought about it, but unfortunately I'm not even sure I have a unit spot left to use. There are various units that spawn in France, Netherlands and Baltic States that were meant to represent these units.

I've seen someone use a minor to represent this branch of the army before, but I would need assistance adding the bitmaps. My new laptop I don't have any editing software.
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crispy131313
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by crispy131313 »

ORIGINAL: BattleofKursk

Hi, I have a few questions about your mod.
First a little background, I was playing a game as the Axis vs the AI and all of a sudden on June 6, 1943 the Allies launched a massive D-Day. This ruined my game as despite me doing great in the east with 80% of the caucuses taken, Stalingrad, and Leningrad in my control, as well as the Middle East + Egypt, my front collapsed because I had to pull so many troops west.

So my questions are:
1. Is it unique to your mod that the Allies D-Day in 1943 and if so can it be disabled through a script?
2. Is the early D-Day caused by a lack of troops in France similar to the troops near Warsaw rule?
3. What makes the Allies decide to D-Day early or is it random?
4. What tips do you have for beating an Allied D-Day?
5. Finally are there any unit counter mods that are compatible with your mod that you know of?
I just wanted to say I love your mod and always play it over vanilla. Thank you for all of your work on the game![:)]

Also congrats on those results in the East! I know I haven't made it easy!
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Cameraeye
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by Cameraeye »

ORIGINAL: crispy131313

ORIGINAL: Hartmann301

I found a second bug playing 8.3. I attacked Stockholm Sweden with tactical bombers, all within range, and NONE were allowed to bomb the target. I even tried bombing a Swedish ship that was even closer to them. Nothing would happen. [&:]

I think Bill is correct, did you DOW with Finland who maybe did not sign the Tripartite Pact.


It's possible I made that mistake but don't think so. My Medium bomber was able to attack Stockholm...just not the tactical ones. I was able to land amphibious units and also do a paratroop drop.
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Elessar2
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RE: Fall Weiss II - WIE 9.1 - (Available)

Post by Elessar2 »

The best bet for SS units is to use the Tank Army slot, and maybe Recon units for the Mech units (Recon is considered to be Light
Armor, note). They could also be used for Russian Guards units. But yeah a lot of artwork would then be required.
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Re: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by BattleofKursk »

What is the best way to take Sevastopol as the Axis in this mod? Do you need multiple armies, planes, and artillery? Can it be starved of supply and then easily taken once the caucuses ports (supplying Sevastopol) are taken? Any tips would help greatly!
-Battle of Kursk
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