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Honch

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Everything posted by Honch

  1. 7. Forgot a big one. I HATE it when the enemy garrisons cities with air units and an entire corps cannot destroy the unit on the first turn. Air units should take damage AND automatically retreat within half their range. If no hex to go then they ditch. This is probably a good idea for SC3 in general.
  2. This expansion absolutely needs to be part of SC3, if not on release then definately on an SC3 expansion. For SC3 it needs the following: 1. Mine fields. Allow destroyers to lay fields for an MPP cost. They would have a % chance of causing damage and stopping movement of naval units. Destroyers can also spend a turn to clear a field. 2. Shore guns. Not the shore gun unit available in the editor but the ability of cities and ports to strike at naval units next to them. I shouldn't be able to float my boats up past Gallipoli for example without risk of getting hit. This could also be accomplished through strength scripts. 3. Attrition. WW1 land units low on supply would have been racked with hunger, disease and desertion. A strength hit each turn on units in very low supply should reduce a land unit. 4. An armed trawler unit to represent commerce raiders as a unit instead of a decision. 5. A slightly larger map with more ocean and more naval unit representation. We don't need sea "areas" in SC3. Part of the fun is moving individual ships around. 6. At sea supply available to ships at sea. What do you think Bill?
  3. 1939 HONCH Expanded Fall Weiss is being posted!
  4. I am in the final stages of transferring 1939 HONCH Expanded Fall Weiss to the Global Gold engine. It should be up this weekend. For those of you new to the MOD: 1. Corps and division based OOB. All armies are broken down into their requisite corps and division groups with Army Group Commanders. 2. Expanded naval OOB. 3. Germany can create the puppet states of Croatia, Ukraine and Egypt. 4. Italy can create the puppet state of Montenegro. 5. Additional Vichy nations of French Madagascar and French West Africa. 6. New Axis decisions to expand on Operation Weserubung: The invasion of Denmark and Norway, possible creation of the Ukraine as an Axis ally, expanded Iraqi coup options, Operation Atilla: The annexation of Vichy France, Foreign Waffen SS etc. 7. New Allied decisions to expand on W-Force intervention in Greece, Allied intervention at Narvik, Invasion of Persia, Free French, Free Polish and Free Greek units, Invasion of Madagascar and Attack on Dakar and Overthrow of Vichy Regimes. 8. The Allies can create the nations of Free France, Free Poland and Free Greece during the game. 9. Adjusted Production Queue to include ALL major naval units. 10. Adjusted research and combat unit costs for better balance. 11. Cavalry added to USSR, Romania, Bulgaria, Yugoslavia and Poland. 12. Many script adjustments to expand on existing events. 13. Many new events such as the Schleswig-Holstein, Surface Raiders, Shore Guns, Zionist Partisans, Arab Nationalist Army, Italian Frogmen, Glider Attack on Eben Emael, Refugees on Belgian Roads, German Paradrops in the Netherlands, British Poison Gas on Sealion Invaders, General Leclerc and the French from Equatorial Africa etc. 14. The map is the expanded Europe from WW1 with the addition of Slovakia as a separate nation, Venezuela and oil convoys to the USA, UK convoys to France, Finnish, Turkish and Romanian convoys to Germany, German convoys to Italy and British Empire convoys to the UK. 15. It also includes new cities, towns and historic points of interest such as Dakar, Khartoum, Soviet Far East, the D-Day beaches, Bastogne, Algeciras (Gibralter) and many more. 16. It includes a full AI.
  5. You are using the old version where the script wouldnt recognize UK units in certain Belgian tiles. The new version is fixed.
  6. I was sure that it was working but I will double check again.
  7. Last minute changes to MEDIA file. Will be posted tomorrow.
  8. Thoughts for V5....... Having a new pro-Axis nation of Egypt created if the Axis occupy Alexandria. It would include a new Egyptian Nationalist Army. A new DE for Italy to commence offensive operations in East Africa. A new DE for the UK to invade Madagascar. If they don't, Japanese subs may use the island to reduce convoys from British Empire. Further balance adjustments to French morale and scripts. I am also considering transfer of the MOD to Global Gold to take advantage of some engine updates.
  9. The campaign files and the MEDIA folder will be in the Battlefront repository under World War I by tomorrow evening.
  10. Zionist rebel attacks in Palestine. DE for assigning O'Connor to lead the WDF. UK occupying Crete after the surrender of Greece. Increased the cost of HQs for all nations. Gave Italy motorization level one. Reduced the effect of naval units being near Sweden, Finland and Norway. Expanded the force pool of the British Empire. Increased the costs for the UK to reinforce East Africa. Scripts added for the creation of and Allied invasion of French Madagascar. Made Free Poland a minor of Poland and started an MPP transfer for support from the UK. Adjusted the Fall Weserubung scripts to account for Norway joining the Axis prior to invasion. Added a resource to the Free French to represent colonies that go free. Added a script for Belgium to surrender if France does.
  11. That's an interesting and definately a rare occurance. Making scripts to account for every possibility is very tough. In a recent game France surrendered while the Belgians and British fought on for several months in Belgium. I will see what can be done. I have fixed the BEF NM issue and I have also adjusted the French NM scripts so that France will fight longer if the Germans are not as quick to get into France. Version 4 is finished and will be uploaded tomorrow. It includes everything previously mentioned plus the following......
  12. Yes, I have been considering foreign Waffen SS and Ost Battalions.
  13. Ouch, that sucks. The script fires if there are too few units in France starting in January 1940. I will have to add Belgium to the checks. Thanks for the update. Version 4 will be ready soon. It includes alot of new stuff including the DEs for creation of the Ukraine, possible early armistice with the USSR, Caucasian separatist partisans and the DE for the USSR to send Joseph Beria and the NKVD, expanded consequences for the USSR to launch the Winter War, increased unit costs for all minors except for Canada, adjusted starting OOBs for the USSR, DE for Italy to consider attacking Greece early, French Madagascar (without scripting yet), possibility of BB Richelieu joining the Allies after conquest of FWA, adjusted Iraqi coup scripts and much more.
  14. I have set the USSR at 0% due to the close relations with the Axis at the start of the war. They were even at the point in 1940 were Stalin was making overtures to the Germans to join a new four power pact with them and carve up the British Empire. I have compensated by increasing the starting OOB upon war with the Axis and adding the Persian convoy and extra resources in Siberia. In addition, the USSR will never surrender. Their last capital is the Soviet Far East.
  15. Download the media file and put it in the campaign folder named Storm Over Europe (MOD). There were a number of script errors introduced in V3 that I have fixed. I am re-posting now.
  16. OK, that was fixed in V2. Download the new version. And thanks for the updates!
  17. 1. Fixed LRDG and Yugoslav Partisan scripts that were projecting their effects across the MED. 2. Increased the sub attack and defense of destroyers. 3. Added French West Africa and Dakar and adjusted all scripts as necessary. 4. Adjusted starting research levels and chits for balance. 5. Adjusted US and USSR starting income levels for balance. 6. Added some USSR divisions to the OOB upon Barbarossa. 7. Changed the UK transfer of government to only include Halifax and surrounding area or Alexandria and surrounding area. This will keep Canada and Egypt in the war. 8. Added Aalborg as a trigger location to start Operation Weserubung. 9. Added a French Empire resource to Free France. 10. Added scripts for Spanish economic problems. 11. Increased the cost for all research level upgrades. 12. Removed the US naval units. They now arrive when the US reaches a certain mobilization. 13. Added Montevideo as a German port to re-supply surface raiders. 14. Added French Madagascar. The scripting will have to wait until version 4. 15. Added some images for De Gaulle, German surface raiders etc. 16. Added a UK Destroyer to Alexandria in starting OOB. 17. Added an MPP cost to early transfer of British Empire units to Egypt. 18. Added a DE for the UK to send an expeditionary force to Greece which includes a division, fighter and HQ Wilson.
  18. Yes, the Yugoslav partisan script was carrying over to the Italian maniland. Fixed. I have moved the Romanian units so they don't get trapped after Bessarabia is ceded. Fixed. Working on Version 3 right now. Maybe by this weekend. I am busy beta testing Global GOLD.
  19. Version 2 to be uploaded tomorrow: 1. Fixed the Croatian and Montenegran activation scripts. 2. Fixed the Free French activation script. 3. Fixed the British Empire unit scripts for early arrival of units in Egypt. 4. Gave naval units the chance to evade combat. 5. Added decision scripts for the Allied Norwegian Expeditionary Force and Possible Vichy alignment with the Axis. 6. Revised the Operation Weserubung scripts to better model the Axis invasion options for Norway. 7. Added UK to France convoys and Germany to Italy convoys. 8. Added German garrisons to the Polish border to stop the Axis AI from panicking and rushing units to certain open cities. 9. Added the Polish frontier guards. 10. Increased the cost of amphibious assaults and added research chits for the UK and USA to offset. 11. Increased the cost of motorization upgrades to better model the reliance on horse transport for the first years of the war. 12. Increased the range of strategic bombers and paratroops. 13. Reduced the naval loop time delays for US East Coast to North Atlantic, Red Sea and Persian Gulf. 14. Corrected several scripts to fire correctly. 15. Corrected the UK Governemnt to Canada script to include the port of Halifax, allowing the re-routed convoys. 16. Added scripts for possible alignment of French colonies with the Allies after declaration of Vichy and/or Operation Attila. 17. Adjusted the approaches to Oslo. 18. Added AI scripts to try and seize Narvik and Trondheim after Axis invade Norway. 19. Added scripts for Luftwaffe attacks on Norwegian towns to stop quick reinforcement of Norwegian units. 20. Added some additional Spanish activation possibilities. 21. Added an additional German U-Boat to the production qeue. 22. Adjusted the French NM drops upon German invasion. 23. Adjusted Italian activation scripts. 24. Added German and Italian annexation of French and Luxembourg territory. 25. Added the historical French fortifications along the Italian border with accompanying garrisons. 26. Added popups to remind the Axis player about the Graf Spee and Deutshland surface raiders. 27. Adjusted the Schleiswig-Holstein script. 28. Removed the starting motorization from German HQs. 29. Added former Vichy units as Allied units after surrender to the Allies. 30. Added an early surrender of Vichy France if Allies take Paris. 31. Added research chits to the US production and industrial tech. Already started Version 3: 1. Addition of Dakar to the map. 2. Decision for the early armistice of the USSR. 3. Decision script for the invasion of Madagascar.
  20. It just seemed logical to have the biggest city in the Netherlands as a secondary. It forces the Germans to commit more than one or two corps to the invasion. As for Belgium it was because the Belgian army fought on after the fall of Brussels and Antwerp, albeit, not for very long. I hope to have version 2 up tomorrow. There is ALOT of new stuff and corrections to scripts that were not firing correctly.
  21. There have been quite a few corrections and changes for the next version that I will upload soon. It is still a work in progress.
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