crispy131313 Posted December 2, 2012 Author Share Posted December 2, 2012 Another update for anyone who plays this: Still working on the new political environment i'm trying to integrate into my mod. I'm adding an additional 25-30 new decisions, and the subsequent events that follow, so the update is pushed back a bit further. Most of the new events focus on Switzerland, Portugal, Spain, Sweden and Vichy France. Just to be clear, most event are not about about getting a country to 100% so they will join the war. I'm trying to introduce purchasing programs, foreign trade etc. For example: On Turn 1 Germany has the option of expanding economic relations with Switzerland. Germany can choose to store plundered gold reserves in the Swiss bank, and through the Swiss can begin foreign trade with some nations such as Portugal, which results from subsequent decision events. Although as a precondition to trade with Portugal, Spain will have to be aligned with the Axis (at least 1% to create a trade route). And Portugal will of course will not participate if they are aligned with the Allies. Expanding economic relations with the Swiss also allow Germany to purchase ground weapons, ammunition and small arms from Switzerland through a purchasing program. However, should the Swiss swing towards the Allies, the UK has the opportunity to pressure the Swiss to seize the German Gold Reserves, in which case Germany will lose a large amount of MPP. Subsequently, Germany will have the option to declare war on Switzerland and if victorious, will recover the same amount of lost MPP (in addition to regular in game plunder). But declaring war with Switzerland has it's own consequences on the political map. So as you can see it gets pretty complicated but it's fun to sit back and think about the pros and cons of every decision you make, and there is more replay value when you always wonder if you made a wrong move. A side note: Although I really enjoy Fall Weiss II because of the speed of the game, much of what I've been building into this mod will be replicated in my other mod 1939 War In Europe for those who like the larger map. Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 3, 2012 Share Posted December 3, 2012 Great stuff Crispy Link to comment Share on other sites More sharing options...
crispy131313 Posted December 5, 2012 Author Share Posted December 5, 2012 I have uploaded "Fall Weiss II" version 2.1 Some Major Script Changes from 2.1 Include: 70 New Decision Events 50 New Mobilization Scripts 25 New Unit Events Linked many War Entry Variable Scripts to Axis/Allied Decisions Enabled Surface Ship Raiding Lowered Russia's Initial Starting Values, and some AI unit Scripts Now in this Mod the Major Nations will interact much more diplomatically and economically with minor nations. Minors can also build there Army's under the "Fog of Neutrality." So be aware when Military Decisions are executed minor nations will be better or worse prepared for war depending on the decisions made in game. Link to comment Share on other sites More sharing options...
crispy131313 Posted December 6, 2012 Author Share Posted December 6, 2012 Note: When playing as the Allies, I forgot to fix an AI MPP helper script for the UK (it fires for Human Player too) just deselect these in the Decision Events Game Options, there are 4 of them. I'll fix that in some later update. Link to comment Share on other sites More sharing options...
crispy131313 Posted December 6, 2012 Author Share Posted December 6, 2012 I went ahead and uploaded 2.2 It fixed some AI only scripts firing for human players, and some Decision costs for Allied players. Link to comment Share on other sites More sharing options...
crispy131313 Posted December 6, 2012 Author Share Posted December 6, 2012 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. Link to comment Share on other sites More sharing options...
crispy131313 Posted December 7, 2012 Author Share Posted December 7, 2012 Fixes for version 2.3: Fixed some script errors for Portugal, UK, Iraq, Turkey, Russia. Errors related to timing of events, or variable factors. Link to comment Share on other sites More sharing options...
comsolut Posted December 9, 2012 Share Posted December 9, 2012 Nice to see the old scale supported. Any eta on 2.3? Link to comment Share on other sites More sharing options...
crispy131313 Posted December 9, 2012 Author Share Posted December 9, 2012 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. Link to comment Share on other sites More sharing options...
crispy131313 Posted December 9, 2012 Author Share Posted December 9, 2012 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 Link to comment Share on other sites More sharing options...
crispy131313 Posted December 9, 2012 Author Share Posted December 9, 2012 Also if there are any errors or balancing issues please feel free to post here. Link to comment Share on other sites More sharing options...
crispy131313 Posted December 11, 2012 Author Share Posted December 11, 2012 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. Link to comment Share on other sites More sharing options...
comsolut Posted December 13, 2012 Share Posted December 13, 2012 The AI's turn resolution is quick, very quick! Link to comment Share on other sites More sharing options...
crispy131313 Posted December 13, 2012 Author Share Posted December 13, 2012 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. Link to comment Share on other sites More sharing options...
crispy131313 Posted December 13, 2012 Author Share Posted December 13, 2012 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? Link to comment Share on other sites More sharing options...
crispy131313 Posted December 15, 2012 Author Share Posted December 15, 2012 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) Link to comment Share on other sites More sharing options...
crispy131313 Posted December 19, 2012 Author Share Posted December 19, 2012 For anyone wondering, the final version of this mod should be up by this weekend. Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 20, 2012 Share Posted December 20, 2012 Great stuff crispy1313 and I hope players are enjoying the efforts as this campaign should play rather well on the GOLD engine Link to comment Share on other sites More sharing options...
crispy131313 Posted December 20, 2012 Author Share Posted December 20, 2012 Gold engine? What is that? Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 20, 2012 Share Posted December 20, 2012 My mistake, I was looking at both the Global and WWI threads and was referring to the GOLD expansion for Global when I posted the above. Either way, the campaign should play very well on the latest engine, be it the GOLD or WWI/Breakthrough engines Link to comment Share on other sites More sharing options...
crispy131313 Posted December 20, 2012 Author Share Posted December 20, 2012 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. Link to comment Share on other sites More sharing options...
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