Cantona66 Posted July 15, 2010 Author Share Posted July 15, 2010 SC-WWII Global 1938 Calm before the storm v2.0 ------------------------------- Changes for V2.0 Increased map to 182x104 tiles Changed and added text on map Fixed german rocket bitmap Fixed faulty links to bitmaps in convoy scripts Lowered upgrade cost for Battleships, cruisers and destroyers from 100% to 40%, 30% and 20% Changed text in one territory script Changed type of a few territory scripts Fixed Stockholm port (now it belongs to Sweden) Replaced Cairo and Alexandria cities with each other Added Mareth Line Added cities/towns of Dortmund, Mainz, Adana, Fea, Swansea, Bologna, Damietta and Marakkesh Added Aarborg, Hamburg, Torshavn, Alexandretta ports and Cardiff mine Added roads in Africa and Europe Small map changes Small terrain changes Added tiles for France surrender_1 scripts that was missing Added german cruiser Schleswig-Holstein and UK cruiser Berwick to the map Added german carrier Europa to the force pool Changed names on german SS divisions, numbered them Added SS divisions "2nd SS Das Reich" and "3rd SS Totenkopf" to the german production queue Changed diplomacy percentage hits for minors to 20-40% range Changed german resource script Added decision script and matching territory script for UK to occupy Faroe Islands Added decision script and matching unit script for german Black sea u boat flotilla Added decision script and matching territory script for USSR to incorporate Ukraine into the USSR Added decision script and matching strength script to form the SAS Added decision script and matching strength script for german poison gas Added decision script and matching unit, supply and strength scripts for german paratrooper expansion Added decision script for the Molotov-Ribbentrop pact and changed matching surrender_1 script Added supply script, Vichy France attacks Gibraltar Corrected spelling in unit scripts Lowered strength on 2 german units on the map and 2 in the production queue Fixed spelling on german 2nd army Removed african partisans Added a few tiles to Ethiopian surrender_1 Changed ownership of 2 tiles from Ethiopia to Italian North Africa Lowered german build pool with one corps Added a sound to some scripts Increased German build pool with 2 divisions (to 15) Changed strength script for Operation Barbarossa Changed ownership from neutral to Denmark for Faroe islands Removed 1 corps from german unit script for Operation Marita Added German X corps to prodution queue for 1942 Increased unit cost for Germany and Italy Removed attack bomber from german unit script Moved date for decision script preparing Operation Barbarossa to 15th may 1941 Fiex picture linked to pop-up warning Germany about too many units close to USSR border Changed conditions for Strafgericht decision script Added picture link to pop-up script Added Aaland isles Increased size of Iceland Changed German occupation area in surreneder_1 script for Poland surrender Removed 1 picture Link to comment Share on other sites More sharing options...
Cantona66 Posted July 16, 2010 Author Share Posted July 16, 2010 Hmm, ik see the a problem with 2.0, when you create Ukraine, it strats as neutral and all Axis units at Ukraine territory surrenders, is there any whay to prevent this? Ukraine is created through a territory script Link to comment Share on other sites More sharing options...
Samichlaus Posted July 19, 2010 Share Posted July 19, 2010 Hi Mats I just finished your V1.8. Just in brief a few flaws I discovered (perhaps already corrected in V2.0?): 1. I again invested in the Uranverein, but nothing ever happened. 2. I invested 300MP for 10 turns into Reichskommisariat Ukraine, but nothing ever happened. 3. Although I was very cautious as german in the pre-war period (never attacked Poland) and could conquer France without getting at war with England, England dowed me a few turns after the surrender of France anyway (in a VARIANT) and again the US followed already in the end of 1940 (and in the same year Norway in a variant joined the allies...). 4. Unlike in other games, the axis seem to have very little possibilities to diplomatically influence other countries. It's 1947 now and Spain still remains neutral although I invested the maximum diplomatic points. 5. Starting in about 1945 I get the annoying decision to give Franco Oran in exchange for some ports. It pops up every turn and I always answer "yes" but nothing happens. 6. From the moment I conquered France I get every turn a partisan reminder, although NEVER any partisan in France appeared til now. 7. Although I never attacked Poland I got the reminder to garrison warsaw as long as russia wasn't at war (I denied the Ribbentrop-Molotov pact btw). 8. When I attacked France I got the option for op Tannenbaum, but at the time when Tannenbaum could be launched, France was already history... These in brief (there are other minor flaws, like messages that are outdated at the time they appear, f.e. Hess flying to Scotland or the british withdrawing at Dunkerqe when these events were obsolete or the british never had their in France at all...). Hope this helps to improve your good mod further. cu Sami Link to comment Share on other sites More sharing options...
Cantona66 Posted July 19, 2010 Author Share Posted July 19, 2010 Hi, thanks again for the feedback! Here comes some comments about your findings. 1. For v2.1 i have changed the script type to 1 2. That was faulty, i fixed it but if you read my comment in this thread i will change it again, so you just will get the city Kiev to form Ukraine. 3. In v2.1 i will add one script for UK to react strongly on Axis attacking France 4. Strange, i have not changed anything about the percentage to get diplomacy hits, i have lowered the influence percentage when you get lucky 5. The decision script type was wrong, now i have chnaged for v2.1 6. Strange that you do not get partisans in France, there is 8% chance per turn 7. I have now added Poland to be surrendered for this to appear 8. The date for Tannenbaum to be offered is 1939 January and the next decision to attack Switzerland is in february 1939. Link to comment Share on other sites More sharing options...
heatrr Posted July 19, 2010 Share Posted July 19, 2010 I have a possible bug -- if not a bug, definately an AI vs. Human oddity. Still play testing this 'oddity' out a bit more but will post up a screeie showing the 'oddity' very soon. Other than that, game plays fine on AI max settings. Thanks. Link to comment Share on other sites More sharing options...
wlape3 Posted July 26, 2010 Share Posted July 26, 2010 In version 1.8 I had two strange things happen. After I bribed Portugal to let me use the Azores a year later I was informed the Allies had established a base there. Luckily I had occupied the port with a sub so it didn't change over. Also, about 2 months after the USSR surrendered, I was informed the defunct/defeated USSR had annexed Persia/Iran. Probably just have to add the status of the USSR and Azores into the scripts to fix this. Also, it would be nice to know what the borders of the Ukraine are in the game. I established the Reichkomisariot (SP?) but partisans are still appearing in what have been historically Ukrainian territories. One unit associated with the Ukraine did appear but that's it. Not a lot for 3,000 MP. Will Link to comment Share on other sites More sharing options...
Cantona66 Posted July 26, 2010 Author Share Posted July 26, 2010 Hello and thanks for the feedback The Azores is a territory script and it is not possible to add any status for USSR in it. Regarding the annexation of Iran it is a surrender_2 script and that has status that USSR shall be at war and not occupied, strange. ; 1st Line - UK politically aligned with Allies and not surrendered ; 2nd Line - USSR politically aligned with Allies and not surrendered ; 3rd Line - Iraq politically aligned with Axis and surrendered The Ukraine reichkommisariat script did not work well, i have changed it. Link to comment Share on other sites More sharing options...
huhr Posted July 27, 2010 Share Posted July 27, 2010 Is this mod for single or multiplayer? thanks Link to comment Share on other sites More sharing options...
wlape3 Posted July 27, 2010 Share Posted July 27, 2010 Hello and thanks for the feedback The Azores is a territory script and it is not possible to add any status for USSR in it. Regarding the annexation of Iran it is a surrender_2 script and that has status that USSR shall be at war and not occupied, strange. ; 1st Line - UK politically aligned with Allies and not surrendered ; 2nd Line - USSR politically aligned with Allies and not surrendered ; 3rd Line - Iraq politically aligned with Axis and surrendered The Ukraine reichkommisariat script did not work well, i have changed it. Very strange indeed as only one of those lines was true in my game. The UK had lost the British Isles but had not surrendered. Iraq was allied and at war with the Axis. The USSR had surrendered. Could it be the conditions are treated as an OR statement and not an AND statement? Great mod by the way! Very challenging. Link to comment Share on other sites More sharing options...
Cantona66 Posted July 27, 2010 Author Share Posted July 27, 2010 It´s for multiplayer and Allied AI, the Axis AI is not that developed. Link to comment Share on other sites More sharing options...
wlape3 Posted July 28, 2010 Share Posted July 28, 2010 By the way project Uranverein came to fruition last night when I dropped the bomb on Washington and Atlanta. Seemed to work well although the yanks showed their legendary pluck and refused to give up. Maybe we are at a nuclear stalemate since they have used the bomb too (on Japan). Seems like this script works fine when the conditions are met. Link to comment Share on other sites More sharing options...
Cantona66 Posted July 28, 2010 Author Share Posted July 28, 2010 Thanks for the good news about the bomb (well maybe not so good news that a atomic bomb i used) Link to comment Share on other sites More sharing options...
Cantona66 Posted July 28, 2010 Author Share Posted July 28, 2010 Global conflict: 1938 Calm before the storm v2.1 ----------------------- Changes in v2.1 Changed territory script for creating Ukraine Reichskommisariat and for USSR to incorporate it into the USSR to only 1 tile (Kiev) to prevent all units surrendering that are in Ukraine. Lowered MPP cost from 3000 to 2400 to create Ukraine reichkommisariat Added partisan script linked to forming Ukraine Reichkommisariat Linked German variant unit script for Ukraine units to decison event to forming Ukraine Reichkommisariat and also changed percentage for it to fire from 10 to 50% Fixed spelling in text at map Changed dates for when Panzerarmee Afrika arrives in Tripoli Added German 9th army to production queue in 1942 Changed type and AI pop-up in decision scripts Added one position in French partisan script Changed pop-ups for German garrison of Poland Added mobilization_1 script for UK to react if France is attacked Lowered reserach percentage Increased German subs initial dive to 30% Increased German rockets combat target value research increase to 1,5 per hit Increased German Build limits to 9 HQ´s Added German HQ´s Wohler, Tippelskirch, Rendulic, Friessner Fixed 2 unit scrips condition positions Changed variable conditions and condition position in pop-up scripts Added 4 pictures Added pop-up script Chnaged research, increased maximum chits to invest at some areas, and more Increased number of diplomacy chits available and lowered the influence percentage Changed date on decision script for Germany trade Oran for use of spanish ports Added decision script for German attacks on Malta, Crete and Gibraltar and supporting strength scripts Added links to pictures in strength scripts Added unit script linked to decision script for German airborne troops and changed 1 other Changed AI settings, text and more in supply scripts Added decision scripts for setting up Brandenburgers and Decima MAS and supporting supply, strength and unit scripts Changed triggers for SAS attacks strength scripts Added 1 German heavy tank research chit Added 1 French tank group to production queue for 1940 february Increased experience and strength on Bismarck in production queue Changed variable conditions for unit scripts related to Operation Weserubung Changed date on pop-up Changed trigger for one convoy Added three convoys to UK (French Equatorial Africa, Free Belgium, Free Netherlands) Changed French garrison scripts for Paris defense line Changed flag ID and trigger for German long range bombers to attack Florida in Supply script Added name to minor city Heraklion at Crete Fixed text in decision script for Operation Tannenbaum Added territory script for Lithuanian tile to go to Germany under right circumstances Changed MPPs to 0 for ports and fortresses Added oil wells for USA and USSR Changed resource script for USA Added city of Naples and changed Milan from minor city to city Added research chit for Germany at Anti air Fixed owner of unit script (from Slovakia to Italian East Africa) Removed old text for Switzerland and replaced with Bern Added 5 mibilization_3 scripts for Axis attack on Switzerland Changed strength script for operation barbarossa Remodeled research for all countries Link to comment Share on other sites More sharing options...
Winslow Posted July 28, 2010 Share Posted July 28, 2010 I have played the first year of this as Axis vs. Allied AI (because you commented that Axis AI was not very developed). So far, this is a great mod, but I have one question so far: Early on the German is queried as to whether to emphasize U-Boats or surface ships in building up the Kriegsmarine. It wasn't clear if "Yes" meant U-boats or not. Please clarify. Link to comment Share on other sites More sharing options...
Cantona66 Posted July 29, 2010 Author Share Posted July 29, 2010 Yes means U boats! Link to comment Share on other sites More sharing options...
Cantona66 Posted July 29, 2010 Author Share Posted July 29, 2010 Very strange that V2.1 has not shown up in the repository, i uploaded it yesterday afternoon. Link to comment Share on other sites More sharing options...
Cantona66 Posted July 29, 2010 Author Share Posted July 29, 2010 Ahh, now it´s there, the biggest change in v2.1 is changed research, now it is possible to invest 3 chits in many areas but i have lowered the chance to get a hit. Link to comment Share on other sites More sharing options...
wlape3 Posted July 29, 2010 Share Posted July 29, 2010 Uboats are by far the cheapest tool in the naval war. Especially if you park them off the US/CA coast where they reduce port values. The AI is smart enough to build TAC to counter this but doesn't place them very well. Link to comment Share on other sites More sharing options...
crispy131313 Posted August 13, 2010 Share Posted August 13, 2010 I finally got a chance to play 2.1 Cantona, and it seems MPP's have become very scarce. I have played a few years already, and I still have not been able to increase the Italian's aircraft even one single strength point. In Babrossa there is enough MPP to restrengthen a single German unit. Is this how you meant for it to become? Link to comment Share on other sites More sharing options...
Cantona66 Posted August 13, 2010 Author Share Posted August 13, 2010 No, v2.2 will soon come Link to comment Share on other sites More sharing options...
Cantona66 Posted August 16, 2010 Author Share Posted August 16, 2010 Global conflict: 1938 Calm before the storm v2.2 ----------------------- Changes in v2.2 Fixed pop-up warning for greek partisans (wrong pos) Added rail to fix supply Added Mobilization_3 script for Reichskommiseriat Ukraine Changed some rivers Changed Swedish and Norwegian partisans to full partisans and also added some positions Added Finnish partisans Added strength script for German airborne units to attack Ankara Increased percentage for Free Italian units from 5 to 10% Added script for Free vichy naval units to become German Increased strength on German bomber (from 4 to 8) Increased strength on German fighters and attack bombers from 4 to 8 Increased strength on German HQ, Strategic bomber and army from 5 to 10 in production queue Increased experience at 3 German armies in production queue (2 from 0 to 1 and 1 from 0 to 2,5) Changed victory conditions Added fortresses around Sevastopol, Leningrad and Stalingrad Fixed USSR garrison scripts Removed fortification scripts for Stalingrad Fixed territory event for Poland surrender Added German division Grossdeutschland to force pool and to the map Added German HQ Balck to force pool Increased experience on German division 1st SS Liebstandarte Removed German HQ rundstedt (von Rundstedt is there instead) Changed tile ownership from Belgium to Luxembourg and Netherlands, 1 tile each Changed some text on map Changed text in decision script Changed positions of Polish forces, and added 1 corps Changed starting date of campaign to 1938 08 12 Added 1 fighter to Denmark in the Build limits and to the map also Named Danish militia and divison, increased militia to strength 2 (from 1) Added Norwegian fighter and division to the map, all Norwegian divisions have strength 2 Added Finnish corps to production queue Added 2 mines to Czechoslovakia and 1 to Austria Added forests in Germany and Czechoslovakia Added industrial center of Bochum and added that to total war resource script for Germany Increased German build limits to 4 Anti air Fixed some image links in pop-up scripts Changed strength scripts for Russian winter to season 4 (Winter) Added 1 picture Added Fuhrer directives to text in decision scripts and changed date on planning of Operation Marita and Fall Gelb Added decision script for Operation Barbarossa and matching unit script Added decision script for Operation Lila and matching unit script Added 2 decision scripts for reinforcement of DAK and matching unit scripts Added 2 decision scripts for Operation Typhoon and matching strength script Added 2 decision scripts for Operation Edelweiss and matching strength script Changed decision script for Fall Schweden Added 4 decision events hat give US free MPPs (since they do not get enough MPPs even when US is filled out with resources) Fixed text in decision script Added decision scripts and matching territory scripts for Romaina and USSR to annex Transnistria from each other Added 2 decision scripts for Operation Theseus and matching strength script Connected some German unit script to one decision script for Airborne infantry Added 2 Italian unit scripts for Libya Added German paratropper unit script and 2 German North African unit scripts Added German unit script for 91 Luftlande infanterie division Added 4 German unit scripts for corps and divisions Increased strength on German scripted African units Changed dates for some German unit scripts Changed Estonia SS unit script from militia to division Added Turkestanisch ost legion, Lithuanian freiwillige polizei and Nederland divisonen as German unit script Changed names on German unit scripts Changed 2 German unit scipts from armies to corps Changed failsafe date on USSR unit script for Siberian reserves to be fired Increased strength on German 6th army in unit script (from 10 to 12) Added 2 more Luftwaffe feld divisionen (militia) to unit script Fixed names on some units in unit scripts Replaced Croatian fighter with strategic bomber in force pool and in unit script Link to comment Share on other sites More sharing options...
Barry Eynon Posted August 20, 2010 Share Posted August 20, 2010 Thanks for all the updates in 2.2. Trying it out, I come to the same thing I've had happen in earlier versions: I activate the Italians against Ethiopia, and am able to defeat them just after the third special offensive event in early 1939. I then move the IEA army up to the border with Sudan and wait. Germany attacks Poland on 9/1, Britain and France declare war on Germany, and then I get a slew of events such as Haille Selassie summons the troops and Khartoum reserve activated, and when my turn starts, I can see that Italy is now at war with Britain and colonies, but not France. Is this how it's supposed to work? The whole Italian activation process is gone, and the NAf campaign starts in 1939 instead of 1940. I couldn't figure out from the scripts which one is making Britain be at war with Italy, no message appears in the log about it. Appreciate if you could look into this, thanks. Link to comment Share on other sites More sharing options...
crispy131313 Posted August 20, 2010 Share Posted August 20, 2010 Because Italian East Africa and Ethiopia are are both minors of Italy and the UK, the two parent nations are at war. What could change, and I would reccommend it so that Italy can actually take the time to mobilize for war, would be make Ethiopia a minor nation of the United States. Because Ethiopia is annexed by Italian East Africa after the nation falls, it does not really matter if they are a minor of the UK. This would mean that Italy's war entry could be much more historical, and the North African campaign would not begin early. Italy would be at war with the United States, after the USA joins, but that is immenent anyways. Link to comment Share on other sites More sharing options...
crispy131313 Posted August 21, 2010 Share Posted August 21, 2010 Axis surface raiding from ports seems a little overkill. I was just able to totally cut off every major ports supply to the point where only Cuba was sending convoys. I then would have no use for my wolfpacks, since I could just sit surface ships along spanish coast. I turned them all off via the script page, as I thought this was going to kill the Allies because of the high costs of units. The game is going great so far other than that. Link to comment Share on other sites More sharing options...
Cantona66 Posted August 21, 2010 Author Share Posted August 21, 2010 Good points Crispy! Link to comment Share on other sites More sharing options...
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