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crispy131313

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Everything posted by crispy131313

  1. If you like playing Axis and like fast play I have a campaign in the repository called Fall Weiss II (for WW1 Base engine) that you might enjoy. It has many more decision events as the Axis which should help guide you through the early years of the game and define your strategies. As for your questions: 1. Select Yes to Vichy France and France will surrender 2. The naval game is a bit of rock paper scissors, but if you want a tip for Italy try using your Submarine as bait and ambush the Allies. 3. As for opening moves define your strategy right away and stick to it. If you want to go for Sealion build paratroops and Tac Air. If you build paratroops immediately you could have 3 groups at your disposal in time for sealion. If you want Spain to join the Axis to have access to Gibraltar begin investing in Diplomacy early. If the Italian and German Navy can link up they can be very effective. These are just a few examples. But you should define your strategy early and keep to the plan. 4. The basic Axis DOW plan is Poland (fall 1939), France (spring 1940), Russia (spring/summer) 1941. Use this time after France falls to prepare a massive force for war with Russia.
  2. Sure I'd like that. Do I need to send the scenario, or do I just need to send a turn for the campaign to work. I also need your email, which you can PM me.
  3. I was playing around with this campaign today and this looks like it would be a lot of fun to play against an opponent. I have a copy if anyone would like to try. I don't think it's in the repository anymore.
  4. I have updated my mod Fall Weiss II for "Breakthrough" I have made some significant changes from my previous mod including adding Romania and Finland as Axis Majors. AI for both sides is fully updated as well. There are now over 140+ decision events, as well as hundreds of other changes from the original Fall Weiss. I'll upload it tonight or tomorrow.
  5. I am very close now to an update for "War In Europe" which has now been converted to the Breakthrough engine. Just play testing the latest version now.
  6. I have been mostly working on scripts thus far but ive noticed incorrect display of unit upgrade levels. For example panzers are saying motorization 4 when they are level 1. This is not effecting there properties just the level displayed.
  7. I am wondering what is necessary to change a WW1 mod to breakthrough. I know the changes neccessary for written scripts, and I will have to adjust supply centers is there more to it? Can I just copy the mod over after the scripts are adjusted?
  8. Yes I have much done but have been moving to a new city so have been slow to finish the update. Expect it soon though now that Fall Weiss 2 is already finished.
  9. I have uploaded Fall Weiss II 3.0 (and hopefully final version) to the repository. It should be visible in the coming days after approval from the server. I hope those who take the time to try enjoy it.
  10. For anyone wondering, the final version of this mod should be up by this weekend.
  11. Thanks for the feedback! I will be sure that all of these will be included. As I've been working through this I think that beginning the game in July 1937 may be a better option. July 1937 was the beginning of the Second Sino-Japanese War and it will probably be better to begin the game with 2 Major countries at war. I will probably use this date to begin the Spanish Civil war and Italy's invasion of Ethiopia, although the wars began earlier it will probably be better to condense these years into 1937's events. Also Cantonna, I know you have moved your mod over game engines, how much work was that? After completing this I may want to move it over to the WWI Engine.
  12. I am working on a yet to be named mod that will begin in October 1935. The early game action will focus around the Second Italo–Abyssinian War, the Second Sino-Japanese War and the Spanish Civil war. So there will be fighting, but also this time will also allow players to make strategic decisions politically, and decisions on war preparations. New countries will include Austria, Slovakia, Republican Spain, Fascist Spain, Manchukuo, Ethiopia, Communist China and Italian East Africa. I am posting this to see if anyone has any suggestions of decisions/events that they feel would be particularly important to include in the game spanning the time between October 1935 and September 1939. I would much appreciate it!
  13. I have a question about unit scripts, here is a scenario: - German Decision event 1 pops up January 1941: If Yes then a unit script fires - Unit script fires on March 1941 to have unit appear on March 1 at Kiev Additional information: German occupation of Kiev is not a variable condition for Decision 1 So I know that if Germany does not occupy Kiev by March 1941 this unit will not appear near Kiev on that date obviously. My question is what will happen to this unit? If Kiev has not been occupied by the Axis which of the following will happen? will the the unit appear: (a) at the next closest German occupied city? ( in Germany? © will it only appear when/if Kiev is occupied by Germany? I think I have not come across this scenario, but I would not like to have a decision event not work if someone can not reach Kiev by March 1941 as the Axis.
  14. Hi Mike, Will you be releasing a downloadable mod when you are complete?
  15. Upcoming changes for version 3.0 - Carriers changed to 2 Strikes/Intercepts - Added 1 UK Cruiser (Allied AI) Britain - Added 1 UK Cruiser (Allied AI) Mediterranean - Added 1 USA Cruiser (Allied AI) New York - New National Morale Events (Spanish War Entrance, Stalingrad, Moscow, Cairo, Malta, Gibraltar, Success/Failure of Fall Blau) - New Decision Event for Germany (Fall Blau) - New Decision Event for USSR (Stalingrad Workers) - New Unit Scripts (Fall Blau, Stalingrad Workers) - Changed some Mobilization scripts (Turkey) - Fixed some AI Garrison scripts for Minor Countries - Changed some AI Diplomacy scripts - Changed some AI Research scripts - Added 1 Italian Tank (Strength 3) to Map - Increased Chance of Free French naval units (Allied AI only)
  16. Hi comsolut, It would help me for balancing if you could give me some feedback on how some of the changes have effected the game for you. Answering any of these questions will definitely help me for my final update. As Axis: How far have you been able to push into Russia in 1941? When were you prepared to DOW Russia? How has the North African campaign played out? How well has Germany done in the Atlantic? Have you had have favorable results with foreign trade? Has Allied intervention suffocated the German economy late in the war? As Allies: Were you able to clear the Atlantic of Axis raiders? How has the North African campaign played out? As Russia were you able to halt the German Advance in the Spring of 1942? Were you able to suffocate Germany's economy late in the war?
  17. It's so quick it is hard to stop playing because it's always your turn! I am currently working on my final update. It seems I have finally eliminated all remaining problems and have also tweaked balancing issues for Russia and North Africa. This will be some time in the coming days.
  18. There is 1 known error in 2.3, which I will fix for next update. For now when playing as Axis if you select 20% Vichy Colobration Policy instead of 40% in the decision event then the error has no chance of occurring.
  19. Also if there are any errors or balancing issues please feel free to post here.
  20. I will be uploading version 2.3 today Some changes include: Error fixes: - Portugal Joining the Allies without proper in game variables - Turkey joining the Allies without proper in game variables - Iraq will now join the Axis unless the UK prepares Operation Sabine - An Axis AI error where Germany would deploy Rommel in both Berlin and Tripoli if the Axis AI chose "no" to sending Rommel to Africa - Eliminated the chance of Turkey joining the Allies before Russia was at war - Fixed an error where Russian cruiser deployed outside of the Baltic Sea Changes: - Added some Axis AI German Naval unit scripts to make it more difficult for the Allies to win the war at sea - Added some Axis AI Italian Naval unit scripts to make it more difficult for the Allies to win the Mediterranean - Increased Axis AI aggression against Benelux, and France as Germany would previously react to slowly to defeat France - Increased probability of American landings in Africa (Allied AI) - Changed some Axis AI offensive scripts so they would not be cancelled due to in game variants - Reduced Denmark corps to strength 1 (previously 3) - Changed Axis AI diplomacy to better protect convoys and Foreign trade programs
  21. I will upload 2.3 very soon. I had play tested against the Allied AI the majority of the time, and now that the Axis vs AI game is done I have wanted to test against the Axis AI some more now. Thankfully the game moves very fast so it does not take much time to play a few games.
  22. Fixes for version 2.3: Fixed some script errors for Portugal, UK, Iraq, Turkey, Russia. Errors related to timing of events, or variable factors.
  23. Another note: Players should uncheck "Pro-Allied Coup in Portugal" in the War Entry Scripts (Via Advanced Options). It appears I didn't properly set this decision to fire with the correct in game variables, and it will have a negative impact on the game right now.
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