Jump to content

Historical MOD for v1.04 now updloaded.


Recommended Posts

It has A LOT less changes from the previous one, I tried to stay true to the default campaign as much as possible.

I've made a mod based on game balances that have been discussed here and of course some I feel would improve the game balance with the intent purpose of staying as close as possible to the default scenario while having a more historical progression in terms of Axis being outproced, having to deal with manpower issues and research.

IMHO the Axis MAJOR victory should be to still have both countries in the war by Aug 31st 1945 (the new end game I have set). At which time the Axis can achieve victory through a peace settlement or armistice (that being a MINOR victory). The date was chosen because any longer and the Axis would never win but if the Axis player does not make crucial errors (a la Hitler) then the possibility to achieve victory is possible.

So the changes are (comments in Italic)

Changes made to this mod:

1- USA can build 2 paratroops.

2- Fortress placed at tile 106,33 (El Alamein).

3- Game now ends August 31, 1945.

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

Gives incentive for these two countries to invest in this technology

5- Max chits per category has been reduced to 2 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 it also makes Intelligence tech more attractive

6- 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

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

It is what happened either through combat, massive bombings or German troops blowing up infrastructure themselves to delay the enemy or improve defenses

8- Home Builds is on for all Major countries.

Makes a proper representation of Germany's 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)

9- Raised port defense bonus, Subs from 2 to 6 and port naval defense from 2 to 4.The default scenario simply makes it too easy to attack ports while it was rarely done in WW2 (except by planes) because of the heavy defenses, especially vs. subs with extensive nettings and minefields

10- Siberian transfer has been removed.

Historically the forces transfered from the East were insignificant, Zhukov himself has made this statement in his memoirs, Russian production was the major factor in the Russian counter-attacks in and around Moscow

11- 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 prevented Germany from pushing past the Urals and so USSR would have remained either neutral or simply rebuilt far away. USSR and USA were heavily outproducing Germany, as well as UK itself in 1940. 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

12- The OOB for ALL Major Navies is historical for BBs, CAs and CVs 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.

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.

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)

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: 5.5BBs, 3.5CAs, 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, 3.5CAs.

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.

For France I took 2 BC and counted them as 1 BB, so that is 3.5 BBs / 2 = 1.7BB.

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

Some are in the production queue for each country.

13- Rockets are a nice unit but the problem is they are only usefull at level 3 or above in range. At 225 mpps and having to wait so long they are not a valuable asset to consider using. To make them more appealing I've made the default range and attack equal to level 1 rockets the maximum tech level is now 4 which means at maximum they are equal to a level 5 Rocket like the default campaign. After testing I've found that a price of 175mpps makes them a unit to consider using, even by the Allies, especially the Russians which had a huge rocket (not V types) arsenal.

In short: Rockets 175mpps, Strike Range and Attacks at 2 to start, maximum research 4 levels.

14- Cruisers now have 0 for Soft, Tank, Air and Bomber attack.

Shore bombading and the level of casualties it causes at 1 is simply too unrealistic. It can be somewhat acceptable from Battleships but not cruisers. Note that the possibility of causing damage is still there.

15- India, South African and Australian troops failsafe date is now Sept 30th 1941 since historicaly all these troops formed the British 8th Army in Sept 1941. Old Failsafe date was 1948.

16- Paratroopers are now equal to Corps in combat statistics.The cost has been reduced from 300mpps to 175mpps.

Basically you are paying 75 extra mpps to get a corp with paratroop ability. 300mpps (default campaign) just seemed much to high to pay for a unit that was less than 50% effective overall than one corps unit but yet the price was 300% higher. At 175 they do tend to make more of an appearance in the game

17- Engineers are now equal to Corps in combat statistics. The cost has been reduced from 300mpps to 175mpps.

Same principle as engineers, you are paying 75 extra mpps to get a corp but with fortification building as an extra ability. Again this was a unit that was 300% more expensive than a corps but it was less than 50% effective

18- Oil wells have been raised from 3 to 5 in resource value. This means oil wells produce 50mpps instead of 30. This fixes two issues, USA and USSR production which were MUCH higher than shown in SC2's default campaign, it also helps to increase UK production (via USA transfer) which was not as weak as we see in the default scenario.

NOTE: If you look at the new unit cost you will see I've brought the Rockets, Engineers and Paratroops to the same price as an Army. Overall from my experience this add more variety to the game in terms of possible tactics from both sides and you tend to see these 3 units more in the game compared to the default campaign.

www.cmmods.com

Link to comment
Share on other sites

MOD is updated for v1.04.

I've made a mod based on game balances that have been discussed here and of course some I feel would improve the game balance with the intent purpose of staying as close as possible to the default scenario while having a more historical progression in terms of Axis being outproced, having to deal with manpower issues and research.

IMHO the Axis MAJOR victory should be to still have both countries in the war by Aug 31st 1945 (the new end game I have set). At which time the Axis can achieve victory through a peace settlement or armistice (that being a MINOR victory). The date was chosen because any longer and the Axis would never win but if the Axis player does not make crucial errors (a la Hitler) then the possibility to achieve victory is possible.

So the changes are (comments in Italic)

Changes made to this mod:

1- USA can build 2 paratroops.

2- Fortress placed at tile 106,33 (El Alamein).

3- Game now ends August 31, 1945.

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

Gives incentive for these two countries to invest in this technology

5- Max chits per category has been reduced to 2 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 it also makes Intelligence tech more attractive

6- 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

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

It is what happened either through combat, massive bombings or German troops blowing up infrastructure themselves to delay the enemy or improve defenses

8- Home Builds is on for all Major countries.

Makes a proper representation of Germany's 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)

9- Raised port defense bonus, Subs from 2 to 6 and port naval defense from 2 to 4.The default scenario simply makes it too easy to attack ports while it was rarely done in WW2 (except by planes) because of the heavy defenses, especially vs. subs with extensive nettings and minefields

10- Siberian transfer has been removed.

Historically the forces transfered from the East were insignificant, Zhukov himself has made this statement in his memoirs, Russian production was the major factor in the Russian counter-attacks in and around Moscow

11- 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 prevented Germany from pushing past the Urals and so USSR would have remained either neutral or simply rebuilt far away. USSR and USA were heavily outproducing Germany, as well as UK itself in 1940. 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

12- The OOB for ALL Major Navies is historical for BBs, CAs and CVs 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.

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.

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)

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: 5.5BBs, 3.5CAs, 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, 3.5CAs.

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.

For France I took 2 BC and counted them as 1 BB, so that is 3.5 BBs / 2 = 1.7BB.

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

Some are in the production queue for each country.

13- Rockets are a nice unit but the problem is they are only usefull at level 3 or above in range. At 225 mpps and having to wait so long they are not a valuable asset to consider using. To make them more appealing I've made the default range and attack equal to level 1 rockets the maximum tech level is now 4 which means at maximum they are equal to a level 5 Rocket like the default campaign. After testing I've found that a price of 175mpps makes them a unit to consider using, even by the Allies, especially the Russians which had a huge rocket (not V types) arsenal.

In short: Rockets 175mpps, Strike Range and Attacks at 2 to start, maximum research 4 levels.

14- Cruisers now have 0 for Soft, Tank, Air and Bomber attack.

Shore bombading and the level of casualties it causes at 1 is simply too unrealistic. It can be somewhat acceptable from Battleships but not cruisers. Note that the possibility of causing damage is still there.

15- India, South African and Australian troops failsafe date is now Sept 30th 1941 since historicaly all these troops formed the British 8th Army in Sept 1941. Old Failsafe date was 1948.

16- Paratroopers are now equal to Corps in combat statistics.The cost has been reduced from 300mpps to 175mpps.

Basically you are paying 75 extra mpps to get a corp with paratroop ability. 300mpps (default campaign) just seemed much to high to pay for a unit that was less than 50% effective overall than one corps unit but yet the price was 300% higher. At 175 they do tend to make more of an appearance in the game

17- Engineers are now equal to Corps in combat statistics. The cost has been reduced from 300mpps to 175mpps.

Same principle as engineers, you are paying 75 extra mpps to get a corp but with fortification building as an extra ability. Again this was a unit that was 300% more expensive than a corps but it was less than 50% effective

18- Oil wells have been raised from 3 to 5 in resource value. This means oil wells produce 50mpps instead of 30. This fixes two issues, USA and USSR production which were MUCH higher than shown in SC2's default campaign, it also helps to increase UK production (via USA transfer) which was not as weak as we see in the default scenario.

NOTE: If you look at the new unit cost you will see I've brought the Rockets, Engineers and Paratroops to the same price as an Army. Overall from my experience this add more variety to the game in terms of possible tactics from both sides and you tend to see these 3 units more in the game compared to the default campaign.

Link to comment
Share on other sites

"16- Paratroopers are now equal to Corps in combat statistics.The cost has been reduced from 300mpps to 175mpps.

Basically you are paying 75 extra mpps to get a corp with paratroop ability. 300mpps (default campaign) just seemed much to high to pay for a unit that was less than 50% effective overall than one corps unit but yet the price was 300% higher. At 175 they do tend to make more of an appearance in the game."

Good idea, but I think Hubert should then implement

a cost for preparing paratroops (that way the cost

to actually use them as paras is only activated if

you pay to load them on the planes). Germans

basically used theirs as elite infantry.

Link to comment
Share on other sites

  • 3 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...