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crispy131313

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Everything posted by crispy131313

  1. If the map gets much bigger we're going to have to start moving the potato and turnip wagons too.
  2. A quick look at other Axis Countries who will come into play: ITALY The Italians begin with a large Army and Navy. Always the most difficult decision is to decide whether to focus on Infantry or Naval supperiority in the Med. The Italians are can be a disaster waiting to happen which ever route you take however. I find this country always the most interesting to play for that reason. FINLAND Finland is a tough nation to play. The Finnish will enter the war oppurtunistically and may exit in the same manner. If Finland's morale falls, or they lose territory they may throw in the towel, or they may fight to the bitter end. ROMANIA Romania is likely to make the biggest commitment to the Eastern Front of any German ally. The Ploesti oil fields are a great source of income for the Romanian's to fund their war effort.
  3. I am back for another solo AAR. I have done a large update to my Mod Fall Weiss II "Breakthrough Edition". First a big thanks to Amadeus for moving Fall Weiss from W&W to the WW1 Engine, and Cantona66 for some script ideas. This has always been my favourite map, and the scale is easy to Mod. The game is fast, and the AI is very competent on a small map. I admitted defeat to the Allied AI in my previous Fall Weiss II AAR for WW1 with 6 majors. Now I am hoping to get revenge in this large update. I am using difficult settings, but it is a must vs AI, which this mod was designed for. In Fall Weiss II I have included many decisions, and have tried to enhance the political landscape of Europe, rather than only the use of diplomacy chits, which are of course still a necessary tool in my mod. Some countries will become stronger even though they are hidden under the fog of neutrality as they purchase military supplies or equipment from majors for example. There are quite a few events which are referred to as "Variants" which are mostly related to variable War Entry, and are there for replay value and to add surprises to the game. Most are tied directly to decisions in the game, so they will not feel quite so random. An example would be Spain receiving civil aid, military equipment or aviation fuel from German and Italy. Spain will not abruptly join the Allies in the midst of this, however there is an off chance they could Join the Axis as a result. Thanks for reading!
  4. In my experience you won't get approval over the weekend or holiday. It will be up soon I'm sure.
  5. Hi Guys, I'm coming close to releasing the next update of Fall Weiss II (Breakthrough Edition) that will be pretty big, and if there is any feedback from the previous version now would be the time. I've fixed a few scripts (notably morale related surrenders), added many new decisions, events, improved AI, and increased variable scripting for replay value but I've also made one major change, which is the unit structure. There are now 37 distinctly different units (and different build limits as a result) in Fall Weiss II. New Unit Structure: Garrisons Light Infantry Corps Army Motorized Infantry Paratroopers Calvary Engineers Camelback Infantry Light Tanks Tank Corps Rockets Rocket Trucks Rail Guns Anti-Air Artillery Coastal Guns Maginot Line Guns Bombers Coastal Bombers High Altitude Bombers Tactical Bombers Fighters Modern Battleships Old Battleships Heavy Cruisers Modern Cruisers Old Cruisers Auxillary Cruisers Modern Destroyers Heavy Destroyers Old Destroyers Modern Carriers Light Carriers Old Carriers Partisans
  6. I googled CTVs and the only thing I could find was another post by Sea Monkey: Which was followed by this post: lol sorry to share but I found that funny as hell haha
  7. I'll upload Case Neptune to the repository soon for anyone else to try. Before though I think I will try to finish improving the AI scripting. There are some pretty strong strategies for the Allied and Axis AI that were never included in the original and I hope these will make the game much more enjoyable.
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