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Alaric

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Everything posted by Alaric

  1. 18/June/2008 Base/Disclaimer... Original Scripts (Near All Remains), and Scenario, And Map from Forumer B.Macon (AKA, Pzgndr) Changed The Order Of Battle, Added Assault Tanks, Previously being Engineer Units, Special Forces Changed to Heavy Infantry, near all research are fixed and features historical research with some playability changes, mainly Germany have the better land army, UK/USA better navy and Aircraft and Russia around 1/3 production cost bonus (cost reduced for most units) as an example of what to expect i may post the ground units "scaling" stats for Infantry and Tank Attack-defense... Allies Corps (Now Divisions)... Att/Def... (2) German Division... Att/Def (3) Axis (Japan/Italy)... Att/Def (2) ------- Army Units (Now Corps) German... Att/Def... (4) Allies/Minor Axis... (3) ------- Tanks... German... (8) Russia... (7) All Other... (6) ------- Assault Tanks (Expensive units specialized on taking down strongpoints heavily entrenched and defense-d Germany... (10) Russia... (9) All Others... (8) ------- basically is a game about quality against quantity, allies have much more production (altough, germany can balance taking down minors) Germany have the quality. the reason that i fix the research (not all, but nearly) is the fact that i did want all Potential AI opponent to have all his units fully upgraded, in fact, on higher AI bonus, on previous playtest, mainly UK/USA navies will be a hard opponent for Axis navies, and russia now have some to say on the sea battle, Germany only gets 3-2 advantage to russia navy (although taking in account the black sea fleet), carriers perform, by nationality very well on air combat (dogfight), this gives some chances to defend United Kingdom against a sealion, as the main 7 real war UK carriers are present. on diplomacy, as the main purpose is to make a fast play scenario, UK/France have some chits on Russia/USA, this can bring these nations on the war more early, but German with his forces can make a two fronts war, basically, given the strenght of the german army i do not want to give much or excess time to germany to take all neutrals, allies must make a stand that deny to german some minors to retinue his mmp advantage, japan is featured on Romania (that start neutral but with some Germans diplo chits) and Spain dominion, that start active and can attack france from the rear, for balance and give some extra time to france, Algiers (north afrika) is an extra capitol for france, this can give some extra time until france's fall giving some more turns on france diplomacy with USA/Russia. artillery are divided on two types, default anti tank is now Light (Lt) artillery, with attack range of 2, default main artillery is Heavy (Hvy) artillery, much powerfull but expensive. thanks to [ Pzgndr ], well, in fact, TWO, times, one for make such a great scenario and other for his kind allowing to make my own variant, contact... Marhault888@hotmail.com all feedback wellcome, i do not have planned more changes, only if balance is shattered, i playtest it and is well balance, but not an entire play of the scenario. Available at... http://www.cmmods.com/ hope you find interesting and have fun with the scenario, with best regards, alarick.
  2. greetings, i need to say that it will be very difficult to "feature" the battle of britain, i know the bigest problem for the german aircraft on the battle of britain, this being the fact that each dogfight (air combat) over up United Kingdom soil, ground will be a casualty, not so for UK as shoot-ed down pilots return to duties on another plane, the germans pilots shoot-ed out on britain will be taken as prisoners, this makes the big difference, may be scripted and fix some greater casualties to luftwaffe units attacking on britain but to portrait all it will be difficult, auto-casualties on pilots, and german fighter reduced range are the greater issues and handicap greatly the luftwaffe, best regards, alarick.
  3. greetings, i, well, Really, will love a mod with thrawn outstanding map and the experience in script by Honch, will be a great scenario, it will be as work by two excellent moddders combined, only can be a great outstanding scenario, best regards, alarick.
  4. 1- new tiles are "neutral", you must assign each tile a nationality and a controller nation. 2- same as 1, simply change the nationality of the tile you want USA from UK to USA and controller too USA 3- when you remove units from the production queue them return to the build pool, you then place, once removed from the queue them manually, same as new units take in mind that changing ownership on some tiles can override some events, In Example, if you change Besarabia to an active nation (it is on romania) then Russia event taking Besarabia will need that tiles taken from the anexation event are neutral nation and you must update the event or remove it, hope it helps, best regards, alarick.
  5. greetings, thanks for the kind allowing to post my own version, really was wanting to share it, your scenario is the better available, it have scripts, that is missing in the european theater PDE that i posted, so i see your scenario as the better "base" for my own version onwards, i are glad that you have give support and hard work, making a final release, not beta what to mean, and then improving and enhancing from a, completely playable version, perfection changes in each mind but i hope that people find too interesting my own version. about casualties, i was wanting to say that is not the same lose one unit and being able to replace it on 1 turn, that losing an unit that takes 6 turns to replace, i like the +2/-2, as said, in fact do not play without it every of my plays, artillery and tacticals bombers are more important to "ko" enemy units as you know playing that even with an enemy at 1 strength that can throw a 1 casualty balance, you can lose 3 points on direct combat, in my oppinion it is good, in example gives much more to an offensive russian player that can not worry about casualties and allow his troops to do more damage on powerfull german units, you say it just right exactly that at end, the player must think more about frontal attacks, an all-out attack, if the enemy have reserves will even go for a colapse on one or the other faction, and more on, added in, with bad weather and the +2/-2 give more chance to cause damage on enemy units, so making more player freedom to attack overall on bad weather, will post my version of your already excellent scenario when i do some more playtest, want to see how goes the german vs russian front and aproach barbarossa before making decision if my version need some adjustment before ready for, intended, players pleasure on playing it, some variant on casualties is about realism, one well prepared plan can be to ruin once make contact with the enemy, the +2/-2 modifier allows for uncertainty, as the real war allways have been, see you later, with best regards, alarick. </font>
  6. i apologize, duplicate post, my excuses, and excuse my poor english, regards, alarick. [ June 11, 2008, 05:39 AM: Message edited by: Alaric ]
  7. greetings, i always play with +2/-2, it is my standard, but we need to take in mind what value the casualties have overall, mainly with +2/-2 makes much more important and relevant the use of "not frontline"-support units, as tactical bombers and artillery, but value of casualties too comes from configuration settings, these being, production delays and soft build limits and overall mmp production and industrial modifiers, in example, for give one, is not the same to loss one carrier with production delay that if you decrease build time or play without build delay, the game shines as the given range of configuration options available, and is easy with the industrial increases and overall nation modifier to set nations as we wish from the editor, as my own point of view, the most important is the capability to make replacements, the right choice is balanced, at middle way between being able to replace all losses and the other side that is being facing a front colapse by mounting casualties, more player freedom gives allways more playability, so i always on designs increase the overall mmp, for realism in middle way is give a 3-2 mmp advantage to allies, so, i think that +2/-2 is better option but decreasing the production delay to some degree or set-off it, just my point of view, i think each of we have one different concept of perfection on these settings, just was wanting to stand that one casualtie value changes much from the scenario configuration, for all people obviously. Bill, i am playing your third reich scenario but with heavy changes, you have done a great job with the scripts, and the engine at this point manages better the AI opponent turns, taking much lesser time than before, even with the (my) increased number of units, just want to know if you mind or like that i make public my mod on combat missions database, having finding you "alone" in this thread have maked the better way to ask if you see an issue with a variation of your work maked public, my next project, now that multiplayer's european theater are available is a speed-up war, all forces available in 1939, russia and usa active from the begining but as payload, france and french navy being axis, added in to the complete japanese order of battle, still have not finished playtest and one issue that i have seen is that hvy panzers are much powerfull, i have removed nearly all technology upgrades, just for one purpose, for the AI, each time the AI purchases a new unit i am sure that this unit is full upgraded, as in previous games against the AI, in other scenarios, meanwhile the AI purchases at full upgrade level, does not so well with at-start troops and is my concern that this give some advantage to the human player, hope that my point-lines help overall to all forumers that have on mind to build scenarios, with best regards, alarick.
  8. it is not problem, i hope you find it usefull, with best regards, alarick
  9. greetings, well, i upload a Korea map but my page do not allow image files with more size than 750kb, so it is compressed, .rar format, named "korea 2005" is very detailed, USA bases are missing, and some zones, mainland china and mainland japan are "shadowed", may or may not be of help but personally i did think that will make as a base file well, have much detail, hope it is of help, just browse to files section and download the file named "korea 2005", with winrar you can unrar it, if it is a problem i will upload as zip file, let me know if it is a issue (i did think all we have winrar and winzip by nowadays), link is at... http://hosted.filefront.com/Alarick/ hope it be of help on the making or trying to make a korea war scenario, with best regards, alarick.
  10. greetings, just want to say that, at least for operational art of war III (matrix edition) the maps can be exported from the game, imported on a graphics editor and then you can save them as any graphic file format, i do it twice with some maps on europe for another game just if i had the time to work on a divisional world war 2 scenario, anyway i think i will move on other projects, as the excellent third reich mod and others give the right scale of play for world war 2, anyway, i will see if i can contribute a korea map and then make post in this thread, maybe it is not difficult but i should test it before make promises (unoficial) that can be or not maked, with kind regards, alarick.
  11. i solve for me this some months ago, what i did is instead of have multiple and "consuming" space of cd's/dvd's pass-on the (then for me ) new age, external, usb 2.0 (plug and play) hard drives, with external hard drives, And, given both computers have usb 2.0 ports you easily can "inter-exchange" all files from one to the other, it save me great amount of time, just an advice about it. on the topic, for me, the windows new protectio system sometimes bother my games from run, go on... my pc, right click, then choose properties, then choose -advanced options- then choose first option, performance i guess, not sure, my english is no fine, in spanish is rendimiento, the first advanced option, there are here a security "test" from the operative system, basically it prevents to windows to run some or most of the programs, as .exe will change, maybe, only maybe, but windows will stay allowing the old .exe and not the new, sometimes it caused me troubles, may or may not be of help, hope you all find solutions soon for the problems, with best regards, alarick. post-edit... hard drives i want mean, external hard disk's.
  12. yes, these reasons are of weight, thanks for the advice and kind reply, best regards, alarick.
  13. greetings, i do not know if it already are on the engine, so on i want ask for it, an event script that make available the option to some major power to switch sides when some condition to be set is fullfilled, in fact, i ask for it as for some use on it as follow... berlin falls (allies/russians)... russia then becomes axis swithing sides and then the conflict is western allies against soviet union, then, we can have both, fall weiss with chances for german-axis victory but open-ended with the new axis power against allies (soviets), obviously i do not know what bugs can come in with such an event and indeed i do not know if it is possible to adress on the engine, just find it interesting to ask, thanks in advance for any and all advice, with best regards, alarick.
  14. and you can set on the editor a "count-down" for all or a part of the turns available, last 10 turns, or all scenario turns, as said by [ Moonslayer ] in the editor is the information, the given start and end dates on the campaign information give a idea of what duration have the scenario, but i just was wanting to add that it is possible to see by this countdown feature on the editor, well, the Exact, number of turns, hope it helps a bit, best regards.
  15. greetings, finally it is done, both campaigns, European Theater World War 2, and Fatal Alliance 2, that have an ahistorical alliance between axis powers and stalin are uploaded on combat mission mods, hope you enjoy the scenarios, mainly intended for multiplayer, best regards, alarick.
  16. thanks you very much for your encoragerous words, i think maybe Thrawn have no problem in having a version of his mod for PDE, he have not say any word in some time that i have in mind to port European Theater for PDE, this is because i do make this post at first time, maybe, some "scripting wizard" chooses to implement scripts on my version enhancing even more the very good map, the map have a lawfull group of followers, i am already playing it, the version on world war 2, not with russia and stalin allied to the axis and hitler, the computer opponent are giving a good fight, aside that i want seriously make it available mainly for multiplayer, keep up the good work, a thing that i will do, but trough house rules, is to make a "modular campaign", if the scenario with allies against axis is balanced someway for the allies, we have the chance to play after other scenario balanced for the russians, someway as some "mirrored challenges" that some online games have, i will make a post when i do the upload, today or tomorrow at most far, i am sure that still are players that like the map of European Theater scenario-mod, just want to make it available with the enhanced AI of PDE, obviously, my version is under my own concept of perfection, each people have one and is difficult to speak about perfection affected by tastes, everyone is different, with best regards, alarick.
  17. greetings, Thrawn are off-board for some time, i hope he read some of the post and give or not word about all this, just add that in PDE expansion the AI have been greatly improved, once you play some games is obvious it is more agresive, even without scripts!!!, and added in it is indeed much more fast doing his turns, i love all campaigns, each is a piece of art in my humble opinion, case neptune pleased me much the first time i see it, now the game is much more open to what if, alliance between hitler and stalin and each scenario have much flexibility as the team said before release, players have much more freedom in each scenario, to set all minors and all force pools and order of battle for all scenarios indeed that will have been for sure much work, i think seriously that PDE worth greatly his given price, even without entering to editing and/or modding, given the campaigns there are available game for lots of hours, very pleased with this purchase, with best regards, alarick.
  18. greetings, at last i have working scenarios for PDE, two new scenarios this time with the awesome map of European Theater making by Thrawn, i are mind about if it is ok to make public a mod over a mod, only missing is all the scripts and operational movement is unrestricted as i am not sure about all rail lines operating ok, so, i want opinions just before making both scenarios public, i think will be joy for some people, obviously them are intended for multiplayer mainly, as them are without scripts, i are not good at scripting, but original scenario is by Thrawn, i think maybe some people will find it ok and some people will disagree about it, but want all feedback at hand possible to make decision, i will start playtest now or at most far for tomorrow, some people have been speaking about a fall weiss with more operational space, i personally think that Thrawn's European Theater, that he port to WaW and finally allow me to port to PDE is the better scenario for a base for a more large map about fall weiss global european campaign, thanks for read, excuse my poor english and thank for your time, thanks in advance for any and all opinions about this issue, with best regards, alarick.
  19. well, in fact, just about options, i want to say that an in fact historical option can be to expand the maginot line to the north up to the coast, at the expenses of some diplomacy (war readiness cost of inactive pro-allied), and for the germans same for the west-wall/siegfried line, both are historically "over the table" of the high command of both nations, a fortified extended maginot will give a hard punch to the germans, and added in can have impact over italy join axis someway later, best regards, alarick.
  20. my humble oppinion, as allways from first play of "storm of steel" is take first france, indeed, the plunder from france is twice or more that this from poland and with the new units you will crush poland, reverse way you give more turns to france and the income from plunder poland is not that great for the offensive on france, best regards, alarick.
  21. greetings, just to add that added in to already said, if you move the transport unit from his starting location to a friendly port you can disembark same turn, only friendly ports, best regards, alarick.
  22. greetings, Thrawn port to Weapons and Warfare the map from SC2 but there have not updates on very much time, i already have my own version for WaW and have just imported the map for PDE, i am just straight for around 4/5 hours of work to have ready my own version of European Theater for PDE, but without scripts i are not expert with scripts and my scenario will be only 60% complete without them, anyway have planned to play it and see how it works, WaW version gives me some supply problems, but i do made changes on afrika and russia, so, it possibly will be a problem on my end, about my modifications to main European Theater mod, do not played the original but can be happy if Thrawn return and renew work on his scenario, one of the better on all SC2 incarnations, In My Honest Oppinion, any and all advice about all this greatly appreciated and thanks for your time, with best regards, alarick.
  23. thanks for report the work around, i strongly recommend about xp professional with service pack 2 installed, it is all about spy/mal-ware and service pack 2 restricted very much the "Problems" that can arise, best regards, alarick.
  24. and thanks you very much for the great game and the editor, i like to spend time in this game and his expansions, always is fun to play after doing a scenario aside the main scenarios that are too very good, aside main world war 2, mi favourite is indeed "berlin crisis", it give me the base ideas for make "fatal alliance", with best regards, alarick.
  25. well, greetings, finally the final alternate version is online at combat mission mods, "fatal alliance", with axis reinforced russia, i think main action will take place on the sea and with added in the air units capable of support, do not still playtest, hope you interested enjoy the scenario, best regards, alarick.
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