Fall Weiss II - WIE 14.0 - (Ready for Download)
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
In my current game, as a house rule, we are limiting the number of air attacks on the same hex to 3 per turn (except Malta).
AKA Belgavox
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II - WIE
I am looking into the attack values and I think there is certainly some wiggle room to reduce the attack values of the tactical/medium bombers early game.
Currently they are starting with hard attack values of 2.5 and 1.5 respectively and can gain 0.5 x 5 so max out at 5 and 4 respectively. Lowering the start values to 1.5 and 0.5 will still allow these units to max out at 4 and 3, which is still higher than vanilla allows (maximum 3 and 2) which is intended as I want the mod to be quick moving and end in 1945 one way or another, but will be somewhat less effective early game (i.e. North African campaign).
I've also increased the strategic bomber defense value of anti-aircraft in this forthcoming update which should help players try to protect key supply centers.
I think using carriers for land based attacks in the European theatre may be somewhat gamey, I would also be ok with increasing Anti-Air unit defense value against carrier attacks to thwart this. Likewise I could do the same for maritime bombers.
I would also remind that the ballistic warfare research category (I'm sure many shy from this one) will increase Anti-Air unit morale by 5% per level, which could also help.
it's interesting to discuss the effects of 3 interceptions/range 2 for Anti-Aircraft. What is the general opinions on this?
I think I will shy away from changing the cost of anti-aircraft defense values as was mentioned as it took a long time to get balance right in this mod. I think 6 Anti-Air units apiece for German/USSR is still sufficient, as I don't want fronts to become static.
As well also mentioned I am reviewing what further tweaks to German/Minor infantry I can make. There are many 1 time Corps events later game, I do try to make these units somewhat irreplaceable to represent the limitations of infinite manpower available to Germany. Currently this update will net the Germany 2 additional Infantry Corps in the build pool beginning in 1944 and 2 additional infantry divisions all game. I could potentially expand Hungary 1 additional Infantry Corps and Romania an additional Infantry Army, or replace 2 more Infantry Divisions in the 1944 Que with Corps increasing the Division/Corps pool the same amount respectively. Welcome feedback but I would like to keep the manpower limitations somewhat in check.
Unrelated but I was also considering halving the USSR swing from German DOWs of Belgium/Netherland/Luxembourg and adding that difference to a Russian swing of these nations surrendering, which I think will partially rid the exploit of only DOWing one of these nations.
Also I'm playing through an Allied campaign right now (played the Axis first and now Allies - first matches in over a year) and am fixing some small grammar errors as I go to, for those who are into that sort of thing!
Currently they are starting with hard attack values of 2.5 and 1.5 respectively and can gain 0.5 x 5 so max out at 5 and 4 respectively. Lowering the start values to 1.5 and 0.5 will still allow these units to max out at 4 and 3, which is still higher than vanilla allows (maximum 3 and 2) which is intended as I want the mod to be quick moving and end in 1945 one way or another, but will be somewhat less effective early game (i.e. North African campaign).
I've also increased the strategic bomber defense value of anti-aircraft in this forthcoming update which should help players try to protect key supply centers.
I think using carriers for land based attacks in the European theatre may be somewhat gamey, I would also be ok with increasing Anti-Air unit defense value against carrier attacks to thwart this. Likewise I could do the same for maritime bombers.
I would also remind that the ballistic warfare research category (I'm sure many shy from this one) will increase Anti-Air unit morale by 5% per level, which could also help.
it's interesting to discuss the effects of 3 interceptions/range 2 for Anti-Aircraft. What is the general opinions on this?
I think I will shy away from changing the cost of anti-aircraft defense values as was mentioned as it took a long time to get balance right in this mod. I think 6 Anti-Air units apiece for German/USSR is still sufficient, as I don't want fronts to become static.
As well also mentioned I am reviewing what further tweaks to German/Minor infantry I can make. There are many 1 time Corps events later game, I do try to make these units somewhat irreplaceable to represent the limitations of infinite manpower available to Germany. Currently this update will net the Germany 2 additional Infantry Corps in the build pool beginning in 1944 and 2 additional infantry divisions all game. I could potentially expand Hungary 1 additional Infantry Corps and Romania an additional Infantry Army, or replace 2 more Infantry Divisions in the 1944 Que with Corps increasing the Division/Corps pool the same amount respectively. Welcome feedback but I would like to keep the manpower limitations somewhat in check.
Unrelated but I was also considering halving the USSR swing from German DOWs of Belgium/Netherland/Luxembourg and adding that difference to a Russian swing of these nations surrendering, which I think will partially rid the exploit of only DOWing one of these nations.
Also I'm playing through an Allied campaign right now (played the Axis first and now Allies - first matches in over a year) and am fixing some small grammar errors as I go to, for those who are into that sort of thing!
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
Re: Fall Weiss II - WIE
Taking into account the size (distance) of an hex, it would be unrealistic that AA units could fire at range of 2 hexes.crispy131313 wrote: Tue Mar 07, 2023 9:29 pm I am looking into the attack values and I think there is certainly some wiggle room to reduce the attack values of the tactical/medium bombers early game.
Currently they are starting with hard attack values of 2.5 and 1.5 respectively and can gain 0.5 x 5 so max out at 5 and 4 respectively. Lowering the start values to 1.5 and 0.5 will still allow these units to max out at 4 and 3, which is still higher than vanilla allows (maximum 3 and 2) which is intended as I want the mod to be quick moving and end in 1945 one way or another, but will be somewhat less effective early game (i.e. North African campaign).
I've also increased the strategic bomber defense value of anti-aircraft in this forthcoming update which should help players try to protect key supply centers.
I think using carriers for land based attacks in the European theatre may be somewhat gamey, I would also be ok with increasing Anti-Air unit defense value against carrier attacks to thwart this. Likewise I could do the same for maritime bombers.
I would also remind that the ballistic warfare research category (I'm sure many shy from this one) will increase Anti-Air unit morale by 5% per level, which could also help.
it's interesting to discuss the effects of 3 interceptions/range 2 for Anti-Aircraft. What is the general opinions on this?
I think I will shy away from changing the cost of anti-aircraft defense values as was mentioned as it took a long time to get balance right in this mod. I think 6 Anti-Air units apiece for German/USSR is still sufficient, as I don't want fronts to become static.
As well also mentioned I am reviewing what further tweaks to German/Minor infantry I can make. There are many 1 time Corps events later game, I do try to make these units somewhat irreplaceable to represent the limitations of infinite manpower available to Germany. Currently this update will net the Germany 2 additional Infantry Corps in the build pool beginning in 1944 and 2 additional infantry divisions all game. I could potentially expand Hungary 1 additional Infantry Corps and Romania an additional Infantry Army, or replace 2 more Infantry Divisions in the 1944 Que with Corps increasing the Division/Corps pool the same amount respectively. Welcome feedback but I would like to keep the manpower limitations somewhat in check.
Unrelated but I was also considering halving the USSR swing from German DOWs of Belgium/Netherland/Luxembourg and adding that difference to a Russian swing of these nations surrendering, which I think will partially rid the exploit of only DOWing one of these nations.
Also I'm playing through an Allied campaign right now (played the Axis first and now Allies - first matches in over a year) and am fixing some small grammar errors as I go to, for those who are into that sort of thing!
Is it possible to change the interception value from 3 to 4?
AKA Belgavox
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II
I agree the 2x range is probably not feasible. What do you mean by increasing the value from 3 to 4. Currently the intercepts are maximum 2, are you inquiring if 4 intercepts are possible?
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
Re: Fall Weiss II
Yes I think that it would be great if AA units intercept could be increased, to counter decoy attacks.crispy131313 wrote: Wed Mar 08, 2023 3:41 pm I agree the 2x range is probably not feasible. What do you mean by increasing the value from 3 to 4. Currently the intercepts are maximum 2, are you inquiring if 4 intercepts are possible?
AKA Belgavox
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Regarding the North African front, is there some changes in this mod giving a better chance for the Axis in North Africa?
My current opponent is familiar with the Vanilla version and he is playing the Allies.
This is his impression with this mod:
"This mod seems to be about giving the Axis a serious advantage at the start. More Italian battleships, more panzers, late British reinforcements."
What is different in this mod regarding the North African campaign?
My current opponent is familiar with the Vanilla version and he is playing the Allies.
This is his impression with this mod:
"This mod seems to be about giving the Axis a serious advantage at the start. More Italian battleships, more panzers, late British reinforcements."
What is different in this mod regarding the North African campaign?
AKA Belgavox
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
On either side vs AI, the North African front is tougher and this is to offset the tendency for players to send additional units then historically were present to take the initiative. Additionally it’s a bit tougher on supply for the Axis in PBEM as well.
In my most recent game I’m playing as Allies vs Axis AI I was able to March to El Agheila before the DAK arrived. The DAK rebounded back to retake Benghazi before being mainly defeated at the second battle of Tobruk.
It might catch a first time player off guard but I find it appropriately balanced for an AI match.
In my most recent game I’m playing as Allies vs Axis AI I was able to March to El Agheila before the DAK arrived. The DAK rebounded back to retake Benghazi before being mainly defeated at the second battle of Tobruk.
It might catch a first time player off guard but I find it appropriately balanced for an AI match.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
So for a PBEM, it is not easier in North Africa for the Axis with this mod if I understand correctly.crispy131313 wrote: Mon Mar 13, 2023 4:02 pm On either side vs AI, the North African front is tougher and this is to offset the tendency for players to send additional units then historically were present to take the initiative. Additionally it’s a bit tougher on supply for the Axis in PBEM as well.
In my most recent game I’m playing as Allies vs Axis AI I was able to March to El Agheila before the DAK arrived. The DAK rebounded back to retake Benghazi before being mainly defeated at the second battle of Tobruk.
It might catch a first time player off guard but I find it appropriately balanced for an AI match.
What about some specific DEs like Italian supply in Libya or additional battleships in the production queue?
AKA Belgavox
- BattleofKursk
- Posts: 11
- Joined: Wed Nov 24, 2021 8:12 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
If possible, could someone please explain to me how AA works and why it is worth buying as Germany? I never fully understood it. Does it intercept fighters/air attacks on its tile only or does it have a greater range? Is AA worth the mpp, etc? Also, new update stuff sounds great.
-Battle of Kursk
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Hello,
I had in mind that in this mod there is a Barbarossa DE that strongly encourages the Axis to start Barbarossa at the historical date.
Is this correct? In my current game, it's already July 1941 and no DE appeard so far.
I had in mind that in this mod there is a Barbarossa DE that strongly encourages the Axis to start Barbarossa at the historical date.
Is this correct? In my current game, it's already July 1941 and no DE appeard so far.
AKA Belgavox
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
There is not a German DE to prompt the Axis to start Barbarossa on time however the window for rapid advance will be shortened a lot should the Axis wait. Lots of additional units will become available for USSR late in 1941.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
AA units cover the hex and the adjacent hexes surrounding the unit, with 2x interception per turn. They are in my opinion great units to place near important units/resources as a deterrent to easy bomber attacks.BattleofKursk wrote: Mon Mar 13, 2023 4:22 pm If possible, could someone please explain to me how AA works and why it is worth buying as Germany? I never fully understood it. Does it intercept fighters/air attacks on its tile only or does it have a greater range? Is AA worth the mpp, etc? Also, new update stuff sounds great.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Supply is tougher for the Axis as they approach Egypt, as Malta & Crete can both be used by Allies to hinder Axis supply in NA by supply events as well the Italians have to pay extra to establish supply upon war entry if they cross into Egypt.mssm45 wrote: Mon Mar 13, 2023 4:16 pmSo for a PBEM, it is not easier in North Africa for the Axis with this mod if I understand correctly.crispy131313 wrote: Mon Mar 13, 2023 4:02 pm On either side vs AI, the North African front is tougher and this is to offset the tendency for players to send additional units then historically were present to take the initiative. Additionally it’s a bit tougher on supply for the Axis in PBEM as well.
In my most recent game I’m playing as Allies vs Axis AI I was able to March to El Agheila before the DAK arrived. The DAK rebounded back to retake Benghazi before being mainly defeated at the second battle of Tobruk.
It might catch a first time player off guard but I find it appropriately balanced for an AI match.
What about some specific DEs like Italian supply in Libya or additional battleships in the production queue?
The Allies for their part have a tougher time routing the Italians entirely before the DAK arrive.
The Italians get some Battleships after the fall of France to balance the tendency for Allies to send the French on a kamikaze against Italy. Despite the additional ships the Italians have 8% surface ship reinforcement costs vs 5% for UK which represents the various shortcomings of Italy. They could risk a decisive battle but otherwise will be quite hampered to sustain control in the Mediterranean. UK has some more battleships that arrive later in the war to balance this out as well.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
- BattleofKursk
- Posts: 11
- Joined: Wed Nov 24, 2021 8:12 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
When do you think the new update will be out?
-Battle of Kursk
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Soon. I was out of country for vacation this past week just got back today but not really home until tomorrow. Have an extra day off Monday earmarked for tinkering with the mid and I plan on making a bunch of further updates.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
I am nearly finished this update with additional changes below. Overall these additional changes are meant to address the following:
Axis defense of Europe 1944/45 - Providing slight increases to available units to Germany and Balkman minors
1943 - Decision event to force the cost of protecting France from possible Allied invasion, serving to A) help the Germans in the late game defense and B) Siphon MPP from the East where players may not until the actual D-Day especially in AI matches
Air defense - Increased capability of Anti-Air units, and Army size units to deter outright destruction from the air of key units
Lower base attack value of Bombers - Most likely will see the biggest impact in North Africa 40/41 as maximum level 5 is still 1.0 higher than vanilla late game
Slightly higher variability for Soviet income pre Barbarossa
- Fixed an Axis-only advice popup that regarding Turkish diplomacy that was displaying on both players turns and slightly amended the advice
- Increase Germany Infantry Corps Built Limits by 2 (4 total including 10.0 beta)
- Added 2 Germany Infantry Corps to Production Que (April 1944)
- Increased Germany Infantry Army Build Limits by 1
- Increased Romania Infantry Army Build Limits by 1
- Increased Germany Anti-aircraft build limits by 1
- Increased Hungary Infantry Corps Build Limits by 1
- Increased Hungary Infantry Division Build Limits by 1
- Decreased USA Tank Corps Build Limits by 1
- Decreased USA Tank Division Build Limits by 1
- Ballistic Warfare research chit increased from 50 MPP to 100-125 MPP per nation
- Ballistic Warfare research Max Level decreased from 5 to 4
- Starting Ballistic Warfare Levels/Chits - UK (1/1), Germany (1/1), USSR (2/0), Italy (1/0), USA (0,1), France (2,0), Italy (1/0), Poland (1,0), Finland (1/0)
- Increased USA Maximum Tank Production Research category from 2 to 3
- Increased USA Maximum Aircraft Production Research category from 2 to 3
- Ballistic Warfare will now increase Anti-Aircraft unit intercept value by 1
- Anti-Aircraft base intercept value set to 0
- Tactical Bomber Soft/Hard base attack values decreased from 2.5 to 1.5
- Medium Bomber Soft/Hard base attack value decreased from 1.5 to 0.5
- Increased German diplomacy chit value from 5% to 6%
- Decreased Finland diplomacy chit value from 5% to 3%
- Increase Maximum Anti-Aircraft upgrades to Infantry Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Tank Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Shock Armies from 2 to 3
- Added 1 Infantry Corps (+2 Experience) to German Decision Event - German Offensive In The Ardennes
- Corrected various grammar, note positions etc. in some Decision/Note text
- Removed a national morale event that was doubling Germany's national morale penalty from Finland's withdrawal from the war
- French Surrender will now move USSR 2-4% towards the Allies
- USSR Acceptance of Revised Borders will now move USSR 3-5% towards the Axis (previously 5%)
- New Italian Fighters (If USA fulfills Swedish Request For Aircraft instead of Italy) comes at at a slightly later date
- Removed the Popup whether Italy is significantly investing in their aircraft industry (via decision event)
- New German DE to establish Strategic Reserves in France
- New German DE to form Ostbataillonen in France
I still have a small list of other tweaks but should be OK to release this very soon. I may make some tweaks to Soviet morale, I probably need to review the Anti-Air unit in Malta with these changes to aircraft attack values etc.
I would welcome any input on these changes, especially the aircraft/anti-air balance.
Axis defense of Europe 1944/45 - Providing slight increases to available units to Germany and Balkman minors
1943 - Decision event to force the cost of protecting France from possible Allied invasion, serving to A) help the Germans in the late game defense and B) Siphon MPP from the East where players may not until the actual D-Day especially in AI matches
Air defense - Increased capability of Anti-Air units, and Army size units to deter outright destruction from the air of key units
Lower base attack value of Bombers - Most likely will see the biggest impact in North Africa 40/41 as maximum level 5 is still 1.0 higher than vanilla late game
Slightly higher variability for Soviet income pre Barbarossa
- Fixed an Axis-only advice popup that regarding Turkish diplomacy that was displaying on both players turns and slightly amended the advice
- Increase Germany Infantry Corps Built Limits by 2 (4 total including 10.0 beta)
- Added 2 Germany Infantry Corps to Production Que (April 1944)
- Increased Germany Infantry Army Build Limits by 1
- Increased Romania Infantry Army Build Limits by 1
- Increased Germany Anti-aircraft build limits by 1
- Increased Hungary Infantry Corps Build Limits by 1
- Increased Hungary Infantry Division Build Limits by 1
- Decreased USA Tank Corps Build Limits by 1
- Decreased USA Tank Division Build Limits by 1
- Ballistic Warfare research chit increased from 50 MPP to 100-125 MPP per nation
- Ballistic Warfare research Max Level decreased from 5 to 4
- Starting Ballistic Warfare Levels/Chits - UK (1/1), Germany (1/1), USSR (2/0), Italy (1/0), USA (0,1), France (2,0), Italy (1/0), Poland (1,0), Finland (1/0)
- Increased USA Maximum Tank Production Research category from 2 to 3
- Increased USA Maximum Aircraft Production Research category from 2 to 3
- Ballistic Warfare will now increase Anti-Aircraft unit intercept value by 1
- Anti-Aircraft base intercept value set to 0
- Tactical Bomber Soft/Hard base attack values decreased from 2.5 to 1.5
- Medium Bomber Soft/Hard base attack value decreased from 1.5 to 0.5
- Increased German diplomacy chit value from 5% to 6%
- Decreased Finland diplomacy chit value from 5% to 3%
- Increase Maximum Anti-Aircraft upgrades to Infantry Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Tank Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Shock Armies from 2 to 3
- Added 1 Infantry Corps (+2 Experience) to German Decision Event - German Offensive In The Ardennes
- Corrected various grammar, note positions etc. in some Decision/Note text
- Removed a national morale event that was doubling Germany's national morale penalty from Finland's withdrawal from the war
- French Surrender will now move USSR 2-4% towards the Allies
- USSR Acceptance of Revised Borders will now move USSR 3-5% towards the Axis (previously 5%)
- New Italian Fighters (If USA fulfills Swedish Request For Aircraft instead of Italy) comes at at a slightly later date
- Removed the Popup whether Italy is significantly investing in their aircraft industry (via decision event)
- New German DE to establish Strategic Reserves in France
- New German DE to form Ostbataillonen in France
I still have a small list of other tweaks but should be OK to release this very soon. I may make some tweaks to Soviet morale, I probably need to review the Anti-Air unit in Malta with these changes to aircraft attack values etc.
I would welcome any input on these changes, especially the aircraft/anti-air balance.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
- crispy131313
- Posts: 2125
- Joined: Fri Nov 29, 2013 11:37 pm
Fall Weiss 10.1 Beta
I'm pretty sure this update is now complete. I'll upload the version sometime today but I will label it Beta as there are some significant changes that I hope I can feedback on for balance after playing through, or beforehand if anything really sticks out.
Units
- Cruisers no longer receive ASW Attack Upgrades, only defense
- Infantry Weapons and Tank Weapons increase Amphibious Attack & Defense
- Subs no longer lose supply when defending
- Lowered cost of surface fleet repairs to 8% from 10% for France, Germany, Italy and Canada. All other countries remain 10% with exception of USA/UK which remains 5%.
- Lowered cost of paratrooper repairs to 8% from 10%
Sweden, Turkey, Spain each will have a full strength Infantry Division in Que for immediate deployment upon war entry
- Increase anti-aircraft Strategic Bomber attack/defense by 1
- Increased Germany Infantry Army Build Limit by 1
- Increase German Infantry Corps Build Limit by 4
- Increased Germany Anti-aircraft build limit by 1
- Increased German Rockets Build limit by 1
- Increased Romania Infantry Army Build Limit by 1
- Increased Hungary Infantry Corps Build Limit by 1
- Increased Hungary Infantry Division Build Limit by 1
- Decreased USA Tank Corps Build Limit by 1
- Decreased USA Tank Division Build Limit by 1
- Removed 2 Infantry Divisions from German Build Que (May 1944)
- Added 2 Infantry Corps to German Build Que (May 1944)
- Added 2 Infantry Corps to German Build Que (April 1944)
- Annapolis Destroyer is now set to arrive in March 1941 rather than March 1942
- The USSR now receives a Heavy Artillery unit in its Production Queue in September 1940.
- Anti-Aircraft base intercept value set to 0 (Increased through research all countries start at least 1x interception)
- Tactical Bomber Soft/Hard base attack values decreased from 2.5 to 1.5
- Medium Bomber Soft/Hard base attack value decreased from 1.5 to 0.5
Decision Event updates
- New German Decision Event for Strategic Reserves In France
- New German Decision Event to form Ostbataillonen in France
- Removed the Popup whether Italy is significantly investing in their aircraft industry (via decision event)
- New Italian Fighters (If USA fulfills Swedish Request For Aircraft instead of Italy) comes at at a slightly later date
- USSR Acceptance of Revised Borders will now move USSR 3-5% towards the Axis (previously 5%)
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 627 and DE 673 relating to the deployment of Coastal Guns on the Atlantic Wall
- DE 113 now requires St Nazaire to be in Axis hands to fire
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis
- Cancelling Tirpitz and switching to U-boats will cost 15 MPP for 2 turns
- Lowered the cost of UK cancelling HMS Anson and building additional destroyers from 20 MPP for 5 turns to 15 MPP for 5 turns
Lower cost of Germany sending military equipment to Romanian Tanks from 50 MPP over 6 turns to 35 MPP over 5 turns and Germany Miliary Equipment deliveries to Romania no longer arrive at full research
- Reduce cost of Axis Fall Blau Reinforcements from 150 MPP for 5 turns to 125 MPP for 5 turns
- Added 1 Infantry Corps (+2 Experience) to German Decision Event - German Offensive In The Ardennes
Map
- Turkey is now a Soviet minor
- Updated Ezerum an industrial center
- Updated Ezerum an Alternate capital
- Geneva and Zurich added as alternate capitals for Switzerland
National Morale
- Reduced Some Soviet National Morale Bonuses: previously USSR would receive 125 NM per turn for 20 turns for holding the following cities in 1943 or after which is now reduced to 100 NM for 10 turns: Leningrad, Moscow, Stalingrad, Grozny, Baku
- Reduced per turn NM bonus of Soviets holding Moscow, Leningrad and Moscow to 75 NM per turn instead of 150 and the bonus no longer applies after the liberation of France
- USSR National Morale Bonus for Allied Landings in Italy reduced from 10,000 to 7,500
- Added USSR National Morale Bonus for Allied Landings in Italy if Moscow was once occupied by the Axis: 250 x 10 turns
- USSR National Morale Bonus for Allied Landings in France reduced to from 15,000 to 7,500
- Added USSR National Morale Bonus for Allied Landings In France if Moscow was once occupied by the Axis: 250 x 10 turns
- Added USSR National Morale Bonus for Allied Landings in France if Stalingrad was once occupied by the Axis: 250 x 10 turns
- Reduced USSR National Morale Bonus for Liberation of France to from 20,000 to 15,000
- Added USSR National Morale Bonus for Liberation of France if Moscow was once occupied by the Axis: 250 x 10 turns
- Added USSR National Morale Bonus for Liberation of France if Stalingrad was once occupied by the Axis: 250 x 10 turns
Research
- Amended AI Research
- Ballistic Warfare research chit increased from 50 MPP to 100
- Ballistic Warfare research Max Level decreased from 5 to 4
- Ballistic Warfare will now increase Anti-Aircraft unit intercept value by 1
- Starting Ballistic Warfare Levels/Chits - UK (1/1), Germany (1/1), USSR (2/0), Italy (1/0), USA (0,1), France (2,0), Italy (1/0), Poland (1,0), Finland (1/0)
- Increased USA Maximum Tank Production Research category from 2 to 3
- Increased USA Maximum Aircraft Production Research category from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Infantry Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Tank Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Shock Armies from 2 to 3
Various
- Removed a national morale event that was doubling Germany's national morale penalty from Finland's withdrawal from the war
- French Surrender will now move USSR 2-4% towards the Allies
- Increased German diplomacy chit value from 5% to 6%
- Decreased Finland diplomacy chit value from 5% to 3%
- Increased the Mobilization penalties for Allied aggression against Italy so that both Spain and USA will now swing 5-12% towards the Axis
- Removed duplicate Italian Mobilization Script for Allied Naval Aggression against Italy
- An Allied amphibious or naval build up against a neutral Italy will now trigger a 2,000 National Morale boost to Italy as the population prepare to resist invasion.
- Fixed an Axis-only advice popup that regarding Turkish diplomacy that was displaying on both players turns and slightly amended the advice
- Some Event grammar updates
Units
- Cruisers no longer receive ASW Attack Upgrades, only defense
- Infantry Weapons and Tank Weapons increase Amphibious Attack & Defense
- Subs no longer lose supply when defending
- Lowered cost of surface fleet repairs to 8% from 10% for France, Germany, Italy and Canada. All other countries remain 10% with exception of USA/UK which remains 5%.
- Lowered cost of paratrooper repairs to 8% from 10%
Sweden, Turkey, Spain each will have a full strength Infantry Division in Que for immediate deployment upon war entry
- Increase anti-aircraft Strategic Bomber attack/defense by 1
- Increased Germany Infantry Army Build Limit by 1
- Increase German Infantry Corps Build Limit by 4
- Increased Germany Anti-aircraft build limit by 1
- Increased German Rockets Build limit by 1
- Increased Romania Infantry Army Build Limit by 1
- Increased Hungary Infantry Corps Build Limit by 1
- Increased Hungary Infantry Division Build Limit by 1
- Decreased USA Tank Corps Build Limit by 1
- Decreased USA Tank Division Build Limit by 1
- Removed 2 Infantry Divisions from German Build Que (May 1944)
- Added 2 Infantry Corps to German Build Que (May 1944)
- Added 2 Infantry Corps to German Build Que (April 1944)
- Annapolis Destroyer is now set to arrive in March 1941 rather than March 1942
- The USSR now receives a Heavy Artillery unit in its Production Queue in September 1940.
- Anti-Aircraft base intercept value set to 0 (Increased through research all countries start at least 1x interception)
- Tactical Bomber Soft/Hard base attack values decreased from 2.5 to 1.5
- Medium Bomber Soft/Hard base attack value decreased from 1.5 to 0.5
Decision Event updates
- New German Decision Event for Strategic Reserves In France
- New German Decision Event to form Ostbataillonen in France
- Removed the Popup whether Italy is significantly investing in their aircraft industry (via decision event)
- New Italian Fighters (If USA fulfills Swedish Request For Aircraft instead of Italy) comes at at a slightly later date
- USSR Acceptance of Revised Borders will now move USSR 3-5% towards the Axis (previously 5%)
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 627 and DE 673 relating to the deployment of Coastal Guns on the Atlantic Wall
- DE 113 now requires St Nazaire to be in Axis hands to fire
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis
- Cancelling Tirpitz and switching to U-boats will cost 15 MPP for 2 turns
- Lowered the cost of UK cancelling HMS Anson and building additional destroyers from 20 MPP for 5 turns to 15 MPP for 5 turns
Lower cost of Germany sending military equipment to Romanian Tanks from 50 MPP over 6 turns to 35 MPP over 5 turns and Germany Miliary Equipment deliveries to Romania no longer arrive at full research
- Reduce cost of Axis Fall Blau Reinforcements from 150 MPP for 5 turns to 125 MPP for 5 turns
- Added 1 Infantry Corps (+2 Experience) to German Decision Event - German Offensive In The Ardennes
Map
- Turkey is now a Soviet minor
- Updated Ezerum an industrial center
- Updated Ezerum an Alternate capital
- Geneva and Zurich added as alternate capitals for Switzerland
National Morale
- Reduced Some Soviet National Morale Bonuses: previously USSR would receive 125 NM per turn for 20 turns for holding the following cities in 1943 or after which is now reduced to 100 NM for 10 turns: Leningrad, Moscow, Stalingrad, Grozny, Baku
- Reduced per turn NM bonus of Soviets holding Moscow, Leningrad and Moscow to 75 NM per turn instead of 150 and the bonus no longer applies after the liberation of France
- USSR National Morale Bonus for Allied Landings in Italy reduced from 10,000 to 7,500
- Added USSR National Morale Bonus for Allied Landings in Italy if Moscow was once occupied by the Axis: 250 x 10 turns
- USSR National Morale Bonus for Allied Landings in France reduced to from 15,000 to 7,500
- Added USSR National Morale Bonus for Allied Landings In France if Moscow was once occupied by the Axis: 250 x 10 turns
- Added USSR National Morale Bonus for Allied Landings in France if Stalingrad was once occupied by the Axis: 250 x 10 turns
- Reduced USSR National Morale Bonus for Liberation of France to from 20,000 to 15,000
- Added USSR National Morale Bonus for Liberation of France if Moscow was once occupied by the Axis: 250 x 10 turns
- Added USSR National Morale Bonus for Liberation of France if Stalingrad was once occupied by the Axis: 250 x 10 turns
Research
- Amended AI Research
- Ballistic Warfare research chit increased from 50 MPP to 100
- Ballistic Warfare research Max Level decreased from 5 to 4
- Ballistic Warfare will now increase Anti-Aircraft unit intercept value by 1
- Starting Ballistic Warfare Levels/Chits - UK (1/1), Germany (1/1), USSR (2/0), Italy (1/0), USA (0,1), France (2,0), Italy (1/0), Poland (1,0), Finland (1/0)
- Increased USA Maximum Tank Production Research category from 2 to 3
- Increased USA Maximum Aircraft Production Research category from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Infantry Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Tank Armies from 2 to 3
- Increase Maximum Anti-Aircraft upgrades to Shock Armies from 2 to 3
Various
- Removed a national morale event that was doubling Germany's national morale penalty from Finland's withdrawal from the war
- French Surrender will now move USSR 2-4% towards the Allies
- Increased German diplomacy chit value from 5% to 6%
- Decreased Finland diplomacy chit value from 5% to 3%
- Increased the Mobilization penalties for Allied aggression against Italy so that both Spain and USA will now swing 5-12% towards the Axis
- Removed duplicate Italian Mobilization Script for Allied Naval Aggression against Italy
- An Allied amphibious or naval build up against a neutral Italy will now trigger a 2,000 National Morale boost to Italy as the population prepare to resist invasion.
- Fixed an Axis-only advice popup that regarding Turkish diplomacy that was displaying on both players turns and slightly amended the advice
- Some Event grammar updates
Fall Weiss II - SC3 Mod
tm.asp?m=4183873
tm.asp?m=4183873
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
It looks great.
Please let me know if you need a PBEM opponent to test this.
Please let me know if you need a PBEM opponent to test this.
AKA Belgavox
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
Do you mean Range?Anti-Aircraft base intercept value set to 0
Re: Fall Weiss II - WIE 7.3 - (Ready for Download)
I believe he means number of shots.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft