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Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 3:07 am
by Lebatron
Hi guys,
I have finally gotten a computer that can actually run WAW, so I have went back to work on my mod. I have finally gotten around to modding the Eastern Russian territories so that there can be more of them. It took some time, but I fiqured out how to do it. If your one of those that always felt Eastern Russia needed more territories, your going to love this. In this pic Irkutsk has been divided in two. Its fully funtional BTW and not just cosmetic. The thick line is a double border that I will replace with better graphics once a final map has been decided upon. Thats where I would like some help from the community. If anyone has got some suggestions on the best way to change the map please contribute. As of now, all I did was split Irkutsk in two, and was considering doing the same to Mongolia. Later the position of troops and resources could also be decided by the community.
here is the link to the mod using this

RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 3:12 am
by Lebatron
If anyone would like to try out the Beta files so they can test how this changes strategy and such just PM me.
RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 3:13 am
by Forwarn45
Nice job, Lebatron! [8D]
RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 3:15 am
by Forwarn45
I think Matrix should consider putting your work into an official patch....
RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 4:03 am
by JanSorensen
I concur. This is a very good idea and splendid work. I will definitely lobby for it to become part of an official patch.
I suggest placing the resource as well as the 3 Russian units in the eastern most of the two territories. That way the far east battle remains the same - while the cross Siberia march just became longer. This also includes the Afgan bomber run flying the other way which is a definitely plus.
RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 12:52 pm
by aletoledo
good idea. I agree that putting it in the patch makes sense.
RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 2:40 pm
by Lebatron
Above I mentioned cutting Mongolia in half. Here is what I had in mind. Should this change be included too? Without it, Japan can reach Central Siberia in two moves by going through Mongolia. Splitting Mongolia puts Central Siberia 3 moves away no matter what route Japan takes.
It appears my map changes are being recieved very well. Thanks Guys.

RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 10:31 pm
by JanSorensen
It was just pointed out to me that the AI will likely take badly to such a change - which makes it much less likely to happen as part of an official patch.
It will probably have to remain a mod for that reason.
Did you test how the AI reacts to the change per chance?
RE: Eastern Russia gains territories!
Posted: Mon Oct 03, 2005 11:02 pm
by hyperbob
Lol, the AI moves all the units from the new eastern zones to Karalia, throws 25 supply into an emtpy western Mongolia and then runs around in a circle going "wooo-wooo , wooo-wooo"
Seriously though, I'd be willing to test it. Players would have to think twice about the tag team now, especially with fuel on.
RE: Eastern Russia gains territories!
Posted: Tue Oct 04, 2005 12:56 am
by Forwarn45
I am curious how the rail runs in your mod, Lebatron? I am guessing the rail actually runs from East Irkutsk to Manchuria since West Irkutsk is no longer meant to be adjacent. Also - I am curious about the AI as well - I actually wouldn't think this would affect it too much......
RE: Eastern Russia gains territories!
Posted: Tue Oct 04, 2005 3:50 am
by Lebatron
The rail runs normally to every adjacent territory. But I do see what you mean. Looking at the rail line graphics themselves makes it appear like it won't run properly. But it does. The rail graphics are only cosmetic. It would be nice to redo them. Purhaps the guy who did the Gibraltar rail for Raw Deal could help with that?
I honestly did not test this with the AI yet, but most every game I played against Japan AI they never bothered attacking into Russia anyway. Personally I don't think it would break the AI. Like Hyperbob said, the AI doesn't know how to use the current map now, so maybe mixing the territories up would actually make it play better[:D]
RE: Eastern Russia gains territories!
Posted: Tue Oct 04, 2005 5:13 am
by Lebatron
With this map change Russia will certainly feel less pressure from the far east. Perhaps none at all if Japan decides to concentrate on China or India. Therefore Russia needs to be weakened a little for balance. I was thinking of removing a factory.
RE: Eastern Russia gains territories!
Posted: Thu Oct 06, 2005 3:40 pm
by Lebatron
I tested the AI several times and everything works. Frankly I expected it to play exactly how it always plays. And it did. For all 3 games Japan focused on India, China and Pacific completely ignoring Russia like it always does. Russia never attacked Japan either. As long as the required garrisons stay in place, the AI never fails to do that, Japan and Russia will not go to war. I think that answers your concern Jan.
RE: Eastern Russia gains territories!
Posted: Thu Oct 06, 2005 4:34 pm
by JanSorensen
The problems may occur when the human player attacks into that area. Thats what most needs testing really.
RE: Eastern Russia gains territories!
Posted: Thu Oct 06, 2005 5:07 pm
by Lebatron
ORIGINAL: JanSorensen
I suggest placing the resource as well as the 3 Russian units in the eastern most of the two territories. That way the far east battle remains the same - while the cross Siberia march just became longer. This also includes the Afgan bomber run flying the other way which is a definitely plus.
My first placement I experimented with was placing the resource and 1 militia in West Irk. I wanted that resource to be further back and out of reach of Japan's first attack. If the Japanese can't take the one in Irk right away then attacking the Russians will be less optimal. My goal with this map mod was to make declaring war on Russia a less attractive option by reducing the imediate gains and drawing out the march across Siberia. In this way, hopefully it won't be S.O.P. to do the double team anymore. Jan, what your suggesting is that I keep the immediate gains the same. I tried that. In my latest setup I have moved the militia and resource back to East Irk. But I'm leaning to moving the resource back west.
The double teaming of Russia is by far the best way to an Axis victory. I feel that railroads Axis players down one path. This lack of winning strategic options bugs me. Anybody who has read my mod's readme knows how I feel about that. Previously I have made China a little more rewarding, and now with this map mod hopefully it will no longer be a no-brainer to attack Russia.
With this map change new things need to be concidered. When Russia is not double teamed she does very well on her own. Even with little lend lease help. That to me says Russian production is to large. These extra territories make Russia even tougher, so I will probably have to remove a Russian factory. Kazan seems like a good place to take it from. The WA's will have to send a little more lend lease to make this up.
RE: Eastern Russia gains territories!
Posted: Fri Oct 07, 2005 12:04 pm
by toddtreadway
That sounds like a good idea Lebatron.
BTW, have you modders ever asked whether it would be possible to get your mods added to the game as part of the official patches? It would make me a lot more comfortable with using the mods if all I had to do was click on a scenario to play it rather than change any game files. By having these extra official scenarios, the game would get some added shelf life, IMO.
RE: Eastern Russia gains territories!
Posted: Fri Oct 07, 2005 11:19 pm
by Lebatron
ORIGINAL: toddtreadway
BTW, have you modders ever asked whether it would be possible to get your mods added to the game as part of the official patches?
I have never asked. Partly because I don't think it would happen unless there was much popular support for it. Second if they put mine in, that would be playing favorites. I don't think the guys at 2by3 would want everybody who made a mod demand they get included too just because mine did. Basically its not up to the mod creator, but up to the WAW comunity instead to ask 2by3 to include their favorite mods. Maybe they will listen, maybe they won't.
It would make me a lot more comfortable with using the mods if all I had to do was click on a scenario to play it rather than change any game files.
If you haven't tried my mod before then you may not know it as easy as "clicking on a scenario to play" I have a screen shot to show you. You actually add new files rather than change them with my mod so the original stuff is still there. No need to feel uncomfortable Todd.
