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

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Elessar2
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RE: Fall Weiss II

Post by Elessar2 »

[:'(]
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Taxman66
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RE: Fall Weiss II

Post by Taxman66 »

Crispy,

Any word of a new update you mentioned in August?

Also, is there a master list of changes/updates somewhere?
Could you include that in the next update as well.

Thanks
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AlexSF
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RE: Fall Weiss II

Post by AlexSF »

Sorry but I unzipped it in both

C:\Program Files (x86)\Steam\steamapps\common\Strategic Command WWII War in Europe\Campaigns

and

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

and it doesnt show up in my game. I have the steam version. Any advice? Thx!

ps; I started it with Steam, maybe thats why?
"My centre is yielding. My right is retreating. Situation excellent. I am attacking." Maréchal Foch, 1914.
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Taxman66
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RE: Fall Weiss II

Post by Taxman66 »

Alex,

Did you check the 2nd page of mods?
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Taxman66
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RE: Fall Weiss II

Post by Taxman66 »

Bug/Feature/Observation:

If the UK selects (DE event) to receive the HQ & INF Corps from Sudan/South Africa in Egypt, the HQ can not be reinforced the turn it arrives. It is listed as having supply 0/10 (or 10/0?), and is placed on a hex where it should receive 5 supply. It can be upgraded, just not reinforced. Which is annoying as it will take 2 additional turns to get up to full strength.
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AlexSF
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RE: Fall Weiss II

Post by AlexSF »

ORIGINAL: Taxman66

Alex,

Did you check the 2nd page of mods?

2nd page on my in game menu? There is only one page of mod after I click on settings and mods. Its empty, I have no mods.
"My centre is yielding. My right is retreating. Situation excellent. I am attacking." Maréchal Foch, 1914.
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Taxman66
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RE: Fall Weiss II

Post by Taxman66 »

Their are 2 types of mods, I think the one you ate looking at is for graphical (say unit icon modifications or historic flags)

Fall Weiss is a campaign variant. It will show up amongst the scenario selection options (e.g Storm over Europe 1939).

There are enough campaign options built into the game, and include various user made ones with a built in patch/update (including an older version of Fall Weiss 20), that when you add FW 8.3 it rolls into a new page.
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AlexSF
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RE: Fall Weiss II

Post by AlexSF »


I know, I'm looking at both the mod screen and the campaign one, it has only one page, i have no other mods or campaign on my vanilla game.
Oh well too bad, no big deal, thanks for the help anyway !
"My centre is yielding. My right is retreating. Situation excellent. I am attacking." Maréchal Foch, 1914.
thekman
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RE: Fall Weiss II

Post by thekman »

So I downloaded the Fall Weiss II - WIE 8.3. Looks like I can pull it up in Hotseat and play it. So tried doing the PBEM. Was able to select that campaign and set up to host challenge. That appeared to go fine as well. My opposing player acknowledged my game, and I even received the email that game was ready to start. When I click on the game to start it, I get the message, "Could not find directory_Fall Weiss II - WIE 8.3. I can not figure out how to get the PBEM game to load properly. What am I missing? Thanks
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BillRunacre
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RE: Fall Weiss II

Post by BillRunacre »

ORIGINAL: thekman

So I downloaded the Fall Weiss II - WIE 8.3. Looks like I can pull it up in Hotseat and play it. So tried doing the PBEM. Was able to select that campaign and set up to host challenge. That appeared to go fine as well. My opposing player acknowledged my game, and I even received the email that game was ready to start. When I click on the game to start it, I get the message, "Could not find directory_Fall Weiss II - WIE 8.3. I can not figure out how to get the PBEM game to load properly. What am I missing? Thanks

Does your opponent have exactly the same version of the campaign installed?
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thekman
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RE: Fall Weiss II

Post by thekman »

i believe so. where do we find the version? We were both at version 1.22.00 for the overall game.
ReinerAllen
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RE: Fall Weiss II

Post by ReinerAllen »

I'm guessing FW 8.3 will work with 1.22.00 and 1.22.01. Am I correct?
thekman
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RE: Fall Weiss II

Post by thekman »

I couldn't get it to work with either.
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by thekman »

I don't see the DAT file in my campaign folder. Is that why my PBEM games don't work and say "can't find directory?"

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Taxman66
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by Taxman66 »

It works fine.

See post #913 on page 31 for the file structure.
Notes:
1) Do not put it with the official campaigns; it must go via the My games/... route
2) The dat file and the folder are on the same level, the folder contains additional sub files/folders.
3) I believe the cgn file will be created after you start the campaign the first time.
4) When selecting which campaign to play, you may have to scroll to the 2nd page to see the Fall Weiss 8.3 among the campaigns screen.
5) Don't be confused about Fall Weiss 20. That is an older version that comes with the community pact.
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RE: Fall Weiss II - WIE 7.3 - (Ready for Download)

Post by OldCrowBalthazor »

8.3 works fine for me also.
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crispy131313
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RE: Fall Weiss II - WIE 9.0 - (Upcoming)

Post by crispy131313 »

Hello all!

It's been a long vacation from the game but I'm back at it. I just finished a game of v8.3 against the Allied AI, having lost in summer 1945 while trying to obtain a marginal victory. I don't mind losing to the AI, it's better than steam rolling them each game!

The above aside, I completed an update this week. But since it's been a long time between updates, I would send out an open call for any bugs/errors etc. found that I can also tweak before I upload it. I did correct a territory script for the Allied invasion of Egypt through the Sudan, so no need to mention that one, as well I changed Rippentrop to Ribbentrop in various texts (whoops).

Changes so far on this update are below, quite a few are inspired by vanilla patches and are pretty good balance tweaks that fit in the mod as well. In addition there are some tweaks in favor of the Axis in the later game around 1943, I felt the nation was a bit starved for reinforcements around this time, when in reality this was a peak period for manpower/production from a German perspective, even if the tide was quickly turning.

I also took the opportunity to rethink and tweak some reinforcement costs and elite reinforcement costs, with some units no longer even paying an elite premium where it's more a representation of the experience of the unit. I was very happy to adjust down the reinforcement costs of some naval units with the ability to change reinforcement costs somewhere between 5 and 10%.

Overall this update is meant to bring the mod up to speed with the various patches that have come out. I'll probably add a few more tweaks, now that I've gotten the patches out of the way and can brainstorm a bit, or based on feedback.

P.S. I apologize for not answering all the PMs received this year, I was truly on SC vacation.

Changes 9.0
- 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)
Fall Weiss II - SC3 Mod
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BPINisBACK
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RE: Fall Weiss II - WIE 9.0 - (Upcoming)

Post by BPINisBACK »

Excellent!! Thank you so much!!! [&o][&o]
teddybbeer
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RE: Fall Weiss II - WIE 9.0 - (Upcoming)

Post by teddybbeer »

link for 9.0? :)
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OxfordGuy3
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RE: Fall Weiss II - WIE 9.0 - (Upcoming)

Post by OxfordGuy3 »

Does this mod offering a more challenging/interesting experience versus the AI than the vanilla game? Thanks
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