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crispy131313

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Everything posted by crispy131313

  1. The French AI has deployed units in the 1870 campaign I am playing.
  2. I don't know if i'm correct but most times when I find a padlock on folders I usually have to close the program and then when I open it again I right click and select "run as administrator" and then your computer will usually allow you to make changes to directories.
  3. This morning I uploaded 2 campaigns to the WW1 Repository. Both campaigns are for WW1 Breakthrough. Case Neptune Case Neptune is near duplicate of the original 1946 Case Neptune from Patton Drives East expansion. I tried to change very little and I think I only moved some positions of the Allied Amphibious forces as they were acting differently then intended with the new engine in their original positions. It is a bit nostalgic playing this scenario so I hope others enjoy it. Fall Weiss II I also uploaded the latest update to Fall Weiss II which is mainly intended to be a Human vs AI campaign. Many new decisions, events and changes in this update including new units.
  4. I'm surprised the Allied player didn't see this coming when the Italians invaded French North Africa. Great move though to punish the French for abandoning their positions. This series of events is one of my favorite from the default campaigns. I only wish there were more what if's that were supported in such a way.
  5. What lack of story concerning the eastern front are you referring to? The developers usually have their ears open and are listening to community feedback, so if you can make a solid argument to an omission you will sometimes see it addressed in a future patch.
  6. Naval Loops do not have to be free. You can script in the editor a variety of different mechanisms to simulate the safe transport of these units. One way is to make a group of naval loops be inactive until a decision event pops up to make them active. This way an Allied player would have to make an investment in securing safe passage of their transports/fleets for the rest of the game using that particular loop. So there could be multiple decision events that correlate to different loops, so an Allied player may have to decide which areas of the sea it intends to scout out sort of to ensure safe passage. Another way is to do this on a unit to unit basis, and have decision scripts that fire each and every time a unit is on the naval loop and can be used to simulate OP cost. I am not 100% sure that an event can be fired by a unit being present on a square without their being a resource present but if it can then this would be just the same as OP a unit.
  7. Hi Michel, I've actually converted "Case Neptune" to the WW1 Engine. I don't think I've gotten around to uploading it to the repository yet but I will soon if you have interest in playing it. It is on the smaller scale map though, sort of a duplicate of the original. The scenario plays much faster and the AI is better (due to progression of the series) which are the main differences.
  8. I've been working heavily on my mod when time permits, and it is basically done I just want to play through a few more games to make sure everything is working fine. I've added many more decisions too and you're welcome to re-use some too, especially if some of the new ones fit into the Finland/Romania major theme.
  9. Cantona, could you expand on the CBTS campaign you have made? Or perhaps post a screen shot of the map and scale. I'm am going to purchase AOD but I might buy AOC too for this campaign.
  10. It sounds like the campaign text document is missing. It should have values such as this inside: #CUSTOM_BITMAPS= 1 #CUSTOM_INTERFACE= 1 #CUSTOM_SOUND= 1 #CUSTOM_LOCALIZATION= 1 you can probably just take any other campaign.txt document from another campaign folder and copy and paste it into the calm before the storm folder as long as you change the values and set them to '1' afterwards
  11. You're right that Greece may not be occupied, it is even possible that Greece could have joined the Axis if Germany was able to force Bulgaria to concede Macedonian territory and Italy to concede Northern Epirus from occupied Albania. It's interesting what you can do when modding, I actually have scripted a decision event about just this in one of my mods.
  12. Thanks Hubert! And 60 MPP will add up over the course of 30 or so turns, without having to worry about reinforcements. You could probably build ever land and air unit available to Italy.
  13. Just one more thing, because I actually found this very interesting. If you did keep Italy out of the war it would be a great idea to let Italy's war readiness eventually drop to 0 over time and create new offensive scripts for the Allied (AI) stationed in the Mediterranean, such as an Amphibious attack on occupied Greece, Yugoslavia, or Vichy France (if any are occupied that is) once Italy is neutral and no longer a threat.
  14. Hubert's right that the Belligerence script would be the easiest, but keeping Italy at 100% mobilization would allow you to collect too many MPP's and eventually their army would be so large that you would want them in the war. If you keep Italy below 100% active you can set a script that will gradually decrease their war readiness (and MPP collection) after the fall of France, which will mean you are not creating a powerhouse nation to DOW on the Allies at your whim.
  15. I can see how a nation's morale would be increased as other nation's fall to your home country, but I have to agree that throughout the AAR's the morale boost has been pretty gamey, especially after having a peek into the attacker's mindset. I think what needs to be considered is real consequences for these types of DOW's. A 3% drop in war readiness by a country like USA is not a real deterrent, and like mentioned by another poster in another AAR there are no real consequences at all if the majors are already in the war.
  16. You can definitely mod it so that Italy stays out of the war. What I would suggest is making sure that all Mobilization scripts regarding Italy are set with the parameters that France is Allied and not surrendered AND that USA is Allied and not Fully Active (adding USA will ensure that after France is liberated post d-day these mobilization scripts will not start working again) This can be changed in the editor, under Edit AI scripts, but I would suggest reading the template instructions before making any changes. You can also do one better and add a decision event that pops up at the same time as the decision of Vichy France. The decision event can let you decide on the status of Italy, so that even though you've changed the mobilization scripts you still have the option to let Italy join the Axis if France has fallen before Italy has joined the war.
  17. When Strategic Command Global Conflict was released, the SC community was welcomed to brainstorm new decision events that could be considered for an upcoming patch. http://battlefront.com/community/showthread.php?t=92087 It turned out many of the community's decisions were includedinto the SC series: I was wondering if now with the release of Assault on Democracy if there is an opportunity for the community to do so again. I have many I would submit for consideration myself. So crossing my fingers here, but it seemed to work out really well last time.
  18. That doesn't look like a replay. It looks like the very first turn of a hotseat match
  19. Thanks acrashb I'll be updating the AAR very soon, To answer your question the Breakthrough edition is only for WW1 Breakthrough, as their are some changes to the editor that are not compatible with the base WW1 game. I've made lots of changes since I started this mod, as it's really helped to slow down the game play and examine everything thoroughly. The variants are lowered again now. I've also added new decisions and events that should put economics and diplomacy at a much higher level. Now mostly I am working on some strategic pop ups so that players can better understand the consequences of their actions.
  20. Hey guys, I've been following the AAR and was curious in other games you have played how well does China do when Japan makes significant commits early in the game. Does China get steamrolled as easily as SCGC?
  21. I stand corrected. Usually everything I see ending with .exe is pretty vital
  22. Definitely don't remove those. Besides this stuff was reported before, it's just a false positive from your virus scan because it doesn't recognize the activation procedures of battlefront or something like that. Long story short totally safe, and you totally need those files.
  23. There is a problem in that naval vessels are sometimes supply 10 when not in port. I think it's a great idea too but i think it needs an additional mechanic to understand that the unit was in port when sunk.
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