Advanced Third Reich mod v1.5

Please post here for questions and discussion about modding for Strategic Command.
Post Reply
pzgndr
Posts: 3679
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Advanced Third Reich mod v1.5

Post by pzgndr »

Attached are the zipped files for Advanced Third Reich 1939 Campaign v1.5.

Version Notes:
=================================================================
Advanced Third Reich for Strategic Command WWII: War In Europe, v1.5
=================================================================

DATA CHANGES
- changed alternate capital for Britain from Montreal to Toronto
- added Belfast as secondary supply center for Britain

SCRIPT CHANGES
- adjusted CONVOY scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
-- Mediterranean and Middle East convoys rerouted from Britain to Canada
-- United States Lend Lease convoys rerouted from Britain to Canada
-- British Murmansk convoys to Russia rerouted as Commonwealth convoys from Canada to Russia
-- Convoys rerouted back to Britain when Allies liberate Britain
- adjusted UNIT scripts to replace AI #TYPE=2 continuous build events with multiple AI #TYPE=1 build events
-- United States AI infantry replacements in Rome
-- United States AI infantry replacements in Paris
-- Russia AI infantry replacements in Gorki
-- Germany AI infantry replacements in Berlin
- adjusted UNIT scripts to trigger the de Gaulle Returns to France event sooner if no Axis units adjacent to Paris
- adjusted PARTISAN scripts to trigger more often, Russia now 10% chance and others 5% chance
- added TERRITORY scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
-- Britain takes control of Toronto, Quebec, Halifax, and St. John's, and adjacent hexes (to place builds)
-- Germany takes control of Liverpool (to cancel convoys)
-- Territories are returned when Allies liberate Britain
- adjusted LOOP scripts for Britain naval loops setting Ottawa as #FRIENDLY_POSITION to work if London is controlled by Axis
- adjusted DECISION scripts for Britain to move government to Canada (DE 9) and for Allies liberating Britain (DE 10)
Most of these changes were discussed in the Advanced Third Reich Mod Discussion Thread at https://www.matrixgames.com/forums/view ... 3&t=347552. I playtested a game as Allies versus AI Axis on Expert level with +2 spotting and +1.5 experience and played to a Stalemate. A lesser difficulty setting at +1.0 experience would probably be more balanced. Enjoy!
.
Advanced Third Reich 1939 Campaign v1.5.zip
(9.24 MiB) Downloaded 64 times
Last edited by pzgndr on Sat Oct 26, 2024 4:08 am, edited 1 time in total.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3679
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Attached are the zipped files for Advanced Third Reich 1941 Campaign v1.5. Version notes are the same. Enjoy!
.
Advanced Third Reich 1941 Scenario v1.5.zip
(9.25 MiB) Downloaded 29 times
Last edited by pzgndr on Sat Oct 26, 2024 4:10 am, edited 1 time in total.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3679
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Just in case, here are some installation instructions. Find your C:\Users\'username'\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns folder. Unzip the files into the \Campaigns folder. You should see some of the other mods here that came with the initial install. Enjoy!
Bill Macon
Empires in Arms Developer
Strategic Command Developer
User avatar
Magpius
Posts: 1723
Joined: Thu Sep 20, 2007 11:21 pm
Location: Melbourne, Australia

Re: Advanced Third Reich mod v1.5

Post by Magpius »

Maybe it's me, but.
I can't get this to appear in my scenario list regardless of where I unzip this.
Does the zip file need to have an accompanying .cgn or .dat file also?
Or are these created after it runs?
Thanks

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: Advanced Third Reich mod v1.5

Post by Platoonist »

I always found I had to have modded scenarios in the Strategic Command-War in Europe/Community Pack/Campaigns folder to get them to appear.

CP.jpg
CP.jpg (15.84 KiB) Viewed 560 times
pzgndr
Posts: 3679
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Magpius wrote: Sat Oct 26, 2024 2:30 am Maybe it's me, but.
I can't get this to appear in my scenario list regardless of where I unzip this.
Does the zip file need to have an accompanying .cgn or .dat file also?
Or are these created after it runs?
Thanks
Gadzooks! I forgot to include the .cgn and .dat files in the zip files. It's been a couple of years and I forgot. The files above have been updated so players should download and install them again. Also, attached are separate PDF files for the Advanced Third Reich Design Notes and Third Reich Historical Notes. I removed these from the zipped campaign files because it makes the zip files too large to post. So here they are separately; just download and install them into the same campaign folders. Enjoy!
.
Advanced Third Reich Notes.zip
(562.66 KiB) Downloaded 31 times
Bill Macon
Empires in Arms Developer
Strategic Command Developer
pzgndr
Posts: 3679
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Advanced Third Reich mod v1.5

Post by pzgndr »

Platoonist wrote: Sat Oct 26, 2024 4:01 am I always found I had to have modded scenarios in the Strategic Command-War in Europe/Community Pack/Campaigns folder to get them to appear.
That may help if necessary but that's not how I have my A3R mods running? Not having the .cgn and .dat files was the main problem, and that's fixed now. I'd be curious to know if players can only run the mod if installed in the other folder. Whatever works! Thanks.
Bill Macon
Empires in Arms Developer
Strategic Command Developer
Post Reply

Return to “Scenario Design and Modding”