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I need some vets here to test my mod some more.


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Download the mod you "hooked" on default scenario people ;) .

I really do feel I have something that is definitly on the the right path to making the game much more historical in keeping with the map size and flavor of Hubert's default scenario.

First post has all the changes, before comenting, at least try the game vs. the Allied AI it has Timskorn's excellent AI scripts. And play on the hardest setting, some stuff I can not fix and ony Hubert has that "hand of god" .

http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=59;t=000185

Or better yet, try it vs. another veteran of this game. No house rules needed.

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  • 2 weeks later...

Here are the recent changes and I just uploaded this version 5 minutes ago.

1- HQs now have 1 defense for everything except naval defense.

Supply lines had minimal defenses

2- Swedish reaction to invasion of Norway down to 15-25% from 30-40%. With a trigger of 25% instead of 100%.

It was obvious UKs invasion of Norway was to stop supply of convoy and not hostile in nature towards subjugating the Norwegian or expanding into Sweden

3- USA reaction to UK Sealion is Type 1 (one time trigger) of 15-20%. 100% trigger

The peoples and media reaction would be more isolasionist in nature, not full support to go to war, although the Govt would increase military preparedness

4- USSR reaction to UK Sealion is Type 1 (one time trigger) of 30-35%. 50% trigger.

A little more in line to reality

5- Malta effect now based on 3 unit types.

a) Corps is 6% trigger.

B) Airfleet is 10% trigger.

c) Bomber is 12% trigger.

A feature requested by most players

6- Sub cost reduce to 200 from 250.

Germany can more aptly select the uboat option, something that was not readily possible before

7- Cruiser sub attack/defense to 3, from 5.

The Sub war can now be more than one great battle, better simulation of actual history

8- Sub attack reduced to 3, still at 4 for Carriers.

Same comment as the previous one

9- Increased USA war readiness from 15 to 25% for a more historical timeline of when they joined.

They can still be delayed to early spring but Uk convoy will start earlier

10- USA can build 2 paratroops.

11- Max tank level for USA, Italy & France is 3, 4 for UK.

A historical approach to the limits of these countries throughout the war

12- Airfleet maximum tech is 4 for everyone except for Germany.

Same comment as above

13- France has a maximum of level 3 tech in all categories that were 5, level 2 in all categories with 3 and level 1 in all categories with 2.

Since France falls early and research facilities are not up and running when they join again

14- Only USA can achieve level 5 Bombers.

Same comment as above

15- Italy is allowed to build 2 subs instead of 1.

Italy had the biggest sub fleet in the world (even if they were poor subs), this represents their ability to produce subs

16- Fortification placed at tile 106,33 (El Alamein).

It was an Allied stronghold and battleground

17- Commonwealth units now all arrive 100% in Egypt as they did so historically.

All CW units arrived to support UK in WW2, now they do

18- French HQ attachment and range reduced to 4.

Representing poor French logistics

19- Diplomacy is now 5% for all countries but chits have been changed to the following:

Germany= 4

Italy= 3

USA= 3

USSR= 3

France= 2

UK= 5

20- Game now ends August 31, 1945.

21- UK and German Industrial tech advancements is now 15% from 10%.

Gives incentive for these two countries to invest in this technology

22- Max level of IT for UK, Germany and Italy is now 4.

Representing manpower and materials limits

23- Max chits per category has been reduced to 3 chits for all techs with max level of 4-5 and 1 for 3 or less.

The curve on getting tech advancements is more progressive overall

24- Raised Airfleet defense by one for: Forest, Mountain, Port, Oil, City, Fortification and Fortress.

A representation of AA guns vs. airfleets

25- Railheads are on, you need to be next to or on a city to be able to operate units. With a supply of 5 or better.

A more tactical level to the overall game

26- USA, removed 2 corps, added 2 armies.

USA had more army type groups than corps

27- Turkey starting alignement is now Allied at 0%.

If Turkey were closest to one country it was UK in terms of possibly joining one side, although VERY remote, hence why they are at 0%

28- Scorched earch for Germany with max occupational effeciency of 50% (5 supply, like USSR).

It is what happened either through combat or German troops blowing up infrastructure themselves

29- Italy max occupational effeciency of 50%.

Represents the heavy fighting and difficult logistics with Italy being so far from major Allied infrastructure

30- Home Builds is on for all Major countries.

Makes a proper representation of Germanies problems in having a continous flow of troops in Russia and for Russia when they enter other countries it represents their logistics issue with their cities being destoyed twice (by themselves and the Germans when they retreated)

31- USSR Max research is 750 (down from 1000).

Equal to Germany, no way they had better research

32- French maginot Armies start at 8 entrenchment.

33- Siberian transfer has been reduced to more historical numbers: 1 HQ, Corps, Army, Tank and Airfleet.

This is more historical, as the Siberian transfer was not a significant force

34- Only Germany can have rockets, 3 of them arrive automatically in the production queue in 2nd Sept 44 (first use), 2nd Oct 44 and 2nd Dec 44. All of which have an attack range of 6 with no possible tech advancments (that is the max level with tech) and level 3 strategic attack.

Because of the scale of the game (1ookm square tiles) I can't have rockets simulate artillery, it simply is not realistic and since Germany were the only ones with significant rocket technology they are the only ones that have it, automatically

35- Raised the air defense by +1 for Corps, Armies, Tanks, Paratroops and Engineers.

36- Removed ACTIVATION#1 events for Axis DoW on Denmark and Norway.

37- Removed ACTIVATION#1 event for an increase in USA % towards Axis when Allies DoW Norway.

38- Axis DoW on Turkey;

Syria increased from 15-25 to 50-75 towards Allies.

Iran from 15-25 to 75-85 (100% trigger).

Iraq from 6-14 to 50-75 with 100% trigger (from 25%)

39- Axis DoW Iraq, Turkey allies 50-75%, up from 6-14%.

40- Axis DoW Syria, Iran 10-15% towards Allies, up from 6-14.

Turkey 25-35% towards Allies, up from 6-14%.

41- Italy Cruiser and Battleship naval and carrier attack reduced by 1.

42- Added Fevsi (rating 4) Turkish HQ and one extra Army, redeployed 2 Russian border Corps.

43- Changed the victory scripts:

; Axis Major Victory

{

#NAME= Axis Major Victory (Berlin, Rome, Warsaw, Prague, Munich)

#POPUP= AXIS MAJOR VICTORY, Allies agree to peace treaty to end the bloodshed.

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 1

#DATE= 1945/08/31

; Axis control -> Berlin, Prague, Munich, Warsaw, Rome

#MAP_POSITION= 84,16

#MAP_POSITION= 86,18

#MAP_POSITION= 81,18

#MAP_POSITION= 95,15

#MAP_POSITION= 83,24

}

; Axis Minor Victory

{

#NAME= Axis Minor Victory (Berlin, Warsaw, Prague, Munich)

#POPUP= AXIS MINOR VICTORY, Germany successfully achieves armistice with the Allies.

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 1

#DATE= 1945/08/31

; Axis control -> Berlin, Prague, Munich, Warsaw

#MAP_POSITION= 84,16

#MAP_POSITION= 86,18

#MAP_POSITION= 81,18

#MAP_POSITION= 95,15

}

; Allied Major Victory

{

#NAME= Allied Major Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.)

#POPUP= ALLIED MAJOR VICTORY, unconditional surrender from the Axis powers.

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 2

#DATE= 1939/09/03

; Allies control -> Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.

#MAP_POSITION= 84,16

#MAP_POSITION= 83,24

#MAP_POSITION= 95,15

#MAP_POSITION= 68,19

#MAP_POSITION= 61,13

#MAP_POSITION= 112,10

#MAP_POSITION= 2,23

}

; Allied Minor Victory

{

#NAME= Allied Minor Victory (Rome, Warsaw, Paris, London, Moscow, Washington D.C.)

#POPUP= ALLIED Minor VICTORY

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 2

#DATE= 1945/08/31

; Allies control -> Rome, Warsaw, Paris, London, Moscow, Washington D.C.

#MAP_POSITION= 83,24

#MAP_POSITION= 95,15

#MAP_POSITION= 68,19

#MAP_POSITION= 61,13

#MAP_POSITION= 112,10

#MAP_POSITION= 2,23

}

The current game has it that Germany can actually conquer Russia and beat the Allies, that is simply a historical impossibility, manpower issues would have prevent Germany from pushing past the Urals and so USSR would have remained, either neutral and simply rebuilt far away. While USA was heavily outproducing Germany, as well as UK itself. With the changes I've made Germany should have to go on the defensive eventually and so the victory conditions and time had to change to give the possibility at achieving victory for the Axis, in a different manner

44- Gave an extra +2 Air Defense to Capitals of major countries.

Another significant representation of AA defenses vs. airfleets

45- Amphibious range for Germany and all minors reduced to 4 (from 6) and UK, USA, Italy and France reduced by 1. USA starts at level 1 amphibious tech.

Germany had poor amphibious tech, so did pretty much everyone else (Dieppe raid?), this also gives the UK player the possibility to properly prevent a Sealion with his navy

46- The OOB for ALL Major Navies is historical but the actual numbers were divided by half due to the map size. This was already close to this setting in Hubert's default campaign. I've simply used historical OOB information to have it exactly half for all majors. The following changes are bellow:

a) Historical OOB for the Russian fleet in the Baltic (2BBs, 2CAs) and Black Sea (1BB, 2CAs). In the game it is 1BB and 1 CA in the Baltic as well as 1 s-13 in the production queue at STR 5.

The Baltic fleet starts at 3 STR, if the player chooses to reinforce them it will simulate the heavy cost of clearing the mine fields the Germans had setup. As well the BBs have been reduced in the following areas: BBs -1 Naval Attack/Defense and Sub Defense. -2 Air, Carrier and Bomber defense. They were 30 year old BBs and so nothing comparable to more recent or properly refited BBs by other Majors.

The Black Sea fleet is 1 CA and 1 BB at STR 5.

B) Germany Historical OOB:

BB Bismarck (Commissioned 08/1940)

BB Tirpitz (Commissioned 02/1941)

CA Scharnhorst

CA Gneisenau

CA Prinz Eugen (Commissioned 08/1940)

CA Blucher (Commissioned 09/1939)

CA Admiral Hipper

CA Graf Spee (Possibly not considered due to it's location in 09/1939)

CA Admiral Scheer (Damaged at the outset of the war and underwent repairs until 10/1940)

CA Deutschland (Renamed Lutzow in 11/1939)

CV Graf Zeppelin (Launched 1938 but never commissioned)

In game: 2BBs, 4CAs.

c) United Kingdom Historical OOB

Home Fleet and UK waters:

BB – Royal Sovereign, Ramilles, Royal Oak, Nelson, Rodney, Resolution, Revenge, Valiant (repairing), Queen Elizabeth (repairing)

BC – Hood, Repulse, Renown

CA – Norfolk, London (rebuilding), Suffolk (refitting), Southampton, Glasgow, Hawkins (refitting), Frobisher (refitting)

CV – Ark Royal, Furious, Courageous, Hermes, Argus (commissioned 10/1939)

Med Fleet:

BB – Warspite, Barham, Malaya

CA – Devonshire, Shropshire, Sussex

CV – Glorious

IN game: 4BBs, 2.5CAs, 3CVs.

d) Italy Historical OOB

BB – Guilio Cesare, Conte di Cavour, Littorio (commissioned 05/1940), Vittorio Veneto (commissioned 04/1940)

CA – Zara, Gorizia, Fiume, Pola, Trento, Bolzano, Trieste

In game: 2BBs, 3CAs.

e) France Historical OOB

Algerian Fleet:

BC – Lorraine, Provence, Bretagne

CA – Algerie, Foch, Dupleix, Duquesne, Tourville, Colbert

Brest Fleet:

BC – Dunkerque, Strasbourg, Paris, Courbet

CV – Bearn

In game: 1.7BBs, 3CAs, .5CV.

f) USA 2.5BBs, 2CAs, 1CV @ STR5 (w/Ranger arriving via script if Spain joins Axis) .

Some are in the production queue.

47- I've managed to simulate the ice conditions on the Noth Baltic Sea for the Leningrad port and the Swedish port up North.

I simply created a new SEA weather zone named North Baltic Sea and in winter ice is 100%.

48- Added Desert Dave's Crete supply effect script.

; Crete Limits Allied Supply in Egypt

{

#NAME= Crete Effect

#POPUP= Crete Forces Interdict Allied Supply to Egypt

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 5

#TRIGGER= 5

#SEASON_FLAG= 0

#DATE= 1940/01/01

#SOURCE_POSITION= 101,29 [14]

#SOURCE_POSITION= 101,30 [14]

#DESTINATION_RESOURCE= 109,32 [1,2]

#DESTINATION_RESOURCE= 108,32 [1,2]

#DESTINATION_RESOURCE= 99,31 [1,3]

#DESTINATION_RESOURCE= 98,31 [1,3]

#DESTINATION_RESOURCE= 92,35 [1,3]

}

________________________________

; Britain Assumes Control of Crete

{

#NAME= Britain Takes Control of Crete

#POPUP= Britain Takes Control of Crete

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 20

#TRANSFER_ID= 1

#SURRENDERED_TO= 1

#TRIGGER= 100

#MAP_POSITION= 99,29

#MAP_POSITION= 100,30

#MAP_POSITION= 100,29

#MAP_POSITION= 101,29

#MAP_POSITION= 101,30

#MAP_POSITION= 101,28

#MAP_POSITION= 102,29

#MAP_POSITION= 102,30

#MAP_POSITION= 103,29

#MAP_POSITION= 103,30

#MAP_POSITION= 104,30

}

[ July 25, 2006, 11:15 AM: Message edited by: Blashy ]

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Ny quibble is with your decision to take things like

improving tank tech for the Americans out of the

hands of the player and into the hands of the bozos

in US R & D in the real war who thought the Sherman

would perform just fine and dandy against their

German counterparts. Not the decision I would make

(yours OR theirs).

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Yes, my goal with limiting different types of techs is actually go give the player a feel of having the tech levels of each country and having to deal with their limits or not. This way you follow the historical max in tech levels and have to deal with it and you can see how you play it out.

Still, you could end up with level 5 tanks for Russia by 1941, you never know with luck. So some slight changes might occur but tech limit investing really reduces this.

As for USA Tanks, pzgndr has made me think that it would be better to limit tanks to 2 as the default campaign but increase the Corps and Armies of USA in their Tank Attack/Defense values, since USA had a different type of unit formation, more so than anyone else.

Increasing the default Tank Attack/Defense by +1 for Corps and by +1Attack and +2Defense for Armies. It would better simulate the intergration of tanks into army groups for USA.

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