quiritus Posted September 23, 2011 Share Posted September 23, 2011 quiritus, thanks for all the feedback, i will think about it and see what can be done, some is actually already fixed. so same other work for you 1. Italy: the morale for italy is too high ^(or too low the loss for city capture): in my game surrender only when i conquer every city in Italy and the morale is still at 50. at the same date (oct 41) morale of france, and the front line is in germany, is 22 2. Italy 2: when italy surrender there is the creation of RSI: good but the allied unit in north italy is relocated ourtside and control of exes is reversed. and the allied have to declare war pay the US cost ^(not a real problem against the AI as axis is terrible: we are at oct 41). and the partisan unit are against allied. historically when italy surrender 8 september of 43, Italy declare war to Germany, the partisan fought German unit and regular Italian Army units fought in the campaign, with allied side, starting from october ^(or maybe november there is at the first battle of Cassino) 43: so i thing we need two minor country: one german puppet as it is and another allied puppet, that periodically receive the control of allied hexes in Italy 3. the research sistem must be slowed: as URSS i have level 5 armor unit, lev 5 industry, lev 3 infantry, lev 5 intelligence, lev 5 production, lev 3 rocket. lev 2 motorization lev 3: oct 41 4: research for UK: they have the biggest force pool but the tech investing limit is higher for commonwelth 5: the russia-finnish winter war is here? i don't have any event neither as axis neither as allied 6: the diplomatic cost for major power i think must be higher 7: event of activation of a armored italian corp in libia: i pay the cost but receive no unit Link to comment Share on other sites More sharing options...
Cantona66 Posted September 23, 2011 Author Share Posted September 23, 2011 Here comes some comments about your observations quiritus: First of all, the Axis AI is not that developed and it will not be either. 1-Africa, have already changed dates and variable conditions for Allied units when they appear, i will adds ome more. 2-Navy, not sure what to do 3-Trans-Jordania, i have added road to the position 4-supply, added city of Freiburg down there 5-France, i have already removed the 3000MPP event (that was needed in earlier versions of the mod when the plunder of France not happened) 6-morale number of UK, increased NM of UK and France and also added UK NM script for Chruchill appointment 7-France, not sure if i will do anything 1-Italys NM, lowered it. 2-Not sure what can be done, since i have used all country slots, can i set that when Italy surrenders it reappear as Allied? 3- Research, i will change max chits and increased research cost 4- Increased UK research maximum 5- The winter war is there, but the AI say yes at 85% so there is a change it will not appear 6- Diplom, small changes of cost and effects of minors 7- event of activation of a armored italian corp in libia, it+s there but takes some time after accepting before it arrives in june 1942. I will change that to february. Link to comment Share on other sites More sharing options...
Bill101 Posted September 23, 2011 Share Posted September 23, 2011 2-Not sure what can be done, since i have used all country slots, can i set that when Italy surrenders it reappear as Allied? That wouldn't really work, but perhaps the RSI should automatically join the Axis, if it doesn't already, and it shouldn't have any Partisan settings as the Partisans were pro-Allied? Link to comment Share on other sites More sharing options...
Cantona66 Posted September 23, 2011 Author Share Posted September 23, 2011 I have seen 2 really strange things in my mod, anyone more that have seen them? 1. When Germany DOWs Poland (That is UK minor), USSR (not mobilized yet) moves in troops into Eastern Poland and i airlifted German paratroopers that could attack the USSR units. When Poland surrender they also surrender. 2. Sometimes Germanys units (often tanks) attack weak units (garrisons, divisions) that they should crush but instead a fullt strength tank (level 2 or 3) loses 6-7 points down to around strength 3. This mostly happens with German tanks and mostly in Poland but i have seen it happen i France also. Both these things is very strange. Link to comment Share on other sites More sharing options...
wlape3 Posted September 23, 2011 Share Posted September 23, 2011 I have seen the latter issue since the recent patches. A tank with a good tech level in good supply and good morale/readiness will attack a depleted unit or a small garrison and have losses all out of proportion to the normal results. In most cases, the attacked unit shrugs off the assault with minor to no losses. Seems pretty unlikely. Link to comment Share on other sites More sharing options...
Cantona66 Posted September 23, 2011 Author Share Posted September 23, 2011 For the first issue, check after Poland surrnders i you not see USSR units surrendering. Link to comment Share on other sites More sharing options...
quiritus Posted September 24, 2011 Share Posted September 24, 2011 Here comes some comments about your observations quiritus: 2-Navy, not sure what to do the only things that i can think is try to make the starting anti-ship value of sub 1 higher and the anti-sub value of DD only and strategic bomber 1 higher (if there is this possibility with editor) 7-France, not sure if i will do anything add same events (miracle of marna 2) as: germany don' t control any hexes below the lin x,Y(or a specific city) at the end of juin? France +10% morale. another check at the end of agoust, southern limit., and so on. this give to the France player a hope (little, but little is better than nothing) to stop the Germany offensive, and to german player a reason for a drive with territorial gain, not only killing unit 2-Not sure what can be done, since i have used all country slots, can i set that when Italy surrenders it reappear as Allied? you can simply give a free half strenght US (or UK if US not in war) corp appering in Italy two month after Italy surrender. and (as suggest someone) eliminate partisans from Italy or make appering in RSI territory controlled by US or UK and, to avoid or limit the change of allied controlled hexes in italy to RSI, make a new event (if possible): "armistizio corto": triggered with a maybe 10% probability for every Allied corps in mayland Italy, to a max of maybe 70%: Italy surrender indipendently of morale level, RSI is created, and germany receive the event "operation Achse": 1 para unit in Rome, 2 armored: 1 south of rome 1 in Milano, 2 inf corps 1 in Cassino, 1 at Trento, 1 HQ kesserling at Firenze at half (in total at the end of september ther was 23 germany division in Italy, 11 arrived immediately after italy surrender for Achse). If surrender by morale, as it is now 7- event of activation of a armored italian corp in libia, it+s there but takes some time after accepting before it arrives in june 1942. I will change that to february. i stop my axis game at the end of 41: so too early: i have no trouble with June 42 Link to comment Share on other sites More sharing options...
Cantona66 Posted September 27, 2011 Author Share Posted September 27, 2011 1938 Calm before the storm (ww1 engine) v3.0 -------------------------------------------- Well, i made a lot of changes once more, enjoy! Increased map and changed related scripts Named mine in Africa Mbale Renamed Weather zone Added/changed roads Added/changed rail Added/changed terrain Added text to the map Changed name on minor city Kampala to Kigali Added minor city Bechar and Bougouni Increased cost for Operational movement from 10% to 20% Increased cost for transport from 10% to 20% Increased cost for amphibious transport from 30% to 40% Lowered German Battleship build limits from 4 to 1 Removed Gneisenau and Scharnhorst from build limits and production queue Added Commonwealth destroyer and cruiser to the map Added mine in Sikasso Added Alexandria as secondary capital for Anglo Egypt-Sudan Changed some cities to minor cities Named industrial centers in USSR Added industry Krasnovodsk and Chelyabinsk Removed 2 USSR mines Added city of Freiburg to Germany for Siegfried line supply (Thanks quiritus) Lowered Italys initial NM (Thanks quiritus) Increased UK research maximum (Thanks quiritus) Lowered to 2 max chits in research (Thanks quiritus) Increased cost for research (and also removed some invested chits) Small increase of dimplomatic costs for enemy majors (Thanks quiriuts) and lowered effects of minors Increased initial NM of UK and France (Thanks quiritus) Increased Germanys build limits of engineers with 1 one and also on the map Removed 2 Surrender_1 scripts Changed text in Surrender_1 scripts Added 2 German decision scriptand matching unit scripts for Gneisenau and Scharnhorst, shall they have 28 och 38cm guns? Removed 2 German pop-up scripts for Gneisenau and Scharnhorst Fixed spelling of Argentina in War Entry and Mobilization_3 scripts Changed variable conditions in 3 French West African unit scripts Added 5 French West African unit scripts and 2 French Equatorial African unit scripts also Changed type of 1 German decision script and variable condition Changed trigger and variable condition for Iraq to join Axis in War Entry script Removed 1 War Entry script for Iraq to join Axis Added 3 units to German unit script for V-weapons Added Commonwealth Fleet script to patrol Red Sea Changed display order of pop-up scripts Fixed spelling of Argentina in different scripts Changed variable condition in some French unit scripts Changed owner of unit script from USA to Free France Small spelling changes in Mobilization_3 scripts Added Moblization_3 script for French West Africa Changed season percentage for convoys Fixed faulty link in Surrender_1 script Changed position of 1 German unit script and a few dates also Added 3 Commonwealth units to the map in Africa Changed text in decision scripts Added 2 French West African unit scripts Added 3 UK unit scripts for Belgian Congo Added Commonwealth decision script, Offensive script and unit script To Attack French West Africa Added Commonwealth decision script, Offensive script and unit script To Attack French Equatorial Africa Added US decision script, Amphibious script and unit script To Attack French West Africa Removed 1 war entry script changed 1 war entry script (date and text) Added 2 belligerence script for Iraq to be at war with UK and Commonwealth Added 2 belligerence script for Iran to be at war with UK and USSR Added 3 belligerence script for French West Africa to be at war with US, UK and Commonwealth Added 1 belligerence script for French West Africa to be at war with Spain Changed text in 2 belligerence scipts Added 2 US decision scripts linked to resource scripts Added USSR unit script for Minsk Added German unit script for Luftwaffe feld Fixed faulty cost of Waffen SS Expansion Fixed annexation script for Germany to annex Luxembourg and added decision script linked to that Changed German unit script for Barbarossa from corps to division Added German unit script for Fall Gelb with 3 corps Lowered cost of a fgew German decision scripts Changed UK garrison script for Cairo to hold Strenghtened some UK unit script in Egypt and also changed Variable codnitions Lowered percentage for Argentinian convoys to Germany Changed/added positions of Leningrad in supply, NM, decision and pop-up scripts Removed 1 Italian corps unit script for Fall Blau Added USSR garrison script for natural resources and also added unit to the map for these 13 positions Removed German plunder decision scripts Changed supply scripts for USSR destruction of resources Added 3 supply scripts for USSR destruction of resources Added 7 USSR decision scripts and matching supply and resource scripts for destruction of cities and moving industry east Removed 1 USSR supply script Increased Germanys initial MPPS to 500 Lowered UK Mobilization to 62% Fixed spelling in Surrender_1 script Fixed fauls in French Surrender_1 script Changed date and position for Graf Zeppelin in German unit script Replaced pop-up with NM script for Churchill appointment (Thanks quiritus) Removed Italian partisan script (Thanks quiritus) Added units and strength to UK unit scripts for Belgian Congo Added Anglo Egypt-Sudan unit scripts for army group Khartuom Changed variable condtions for some Commonwealth unit scripts Added Commonwealth unit scripts Changed condition position and dates for Commonwealth unit scripts in Africa Added troops for Free France unit script Removed French unit script Added French Equatorial African unit script Switched country from UK to Commonwealth for Commonwealth pilots unit script Strengthend uk unit scripts Changed name on some German unit in unit scripts (They already existed) Fixed faulty pop-up for Free French government Added some positions to Surrender_1 script to form RSI (Thanks quiriuts) Added NM script for French if they are holding out after july 15th 1940 (Thanks quiriuts) Added 1 German decision and 8 unit script for Operation Achse (Thanks quiriuts) Added 8 UK and UK unit script: Italian units join Allies after surrender Link to comment Share on other sites More sharing options...
robert.l.hatcher Posted September 29, 2011 Share Posted September 29, 2011 It is a great game, I enjoy it. I appreciate the updates and work you are putting into it. Since I am just into 1941 for v2.1 it may be some time before I can play 3.0. However, I can say it may be a mistake to take Gneisenau and Scharnhorst away, as Germany will be unlikely to compete with the UK Navy. Did you modify the Axis AI scripts so that you can play as the Allies? Link to comment Share on other sites More sharing options...
Cantona66 Posted September 29, 2011 Author Share Posted September 29, 2011 Glad you enjoy it, i have not removed the battlecruisers, i have just made them scripted instead so you can choose if you like them as battlecruisers or battleships And i have only made small changes of the Axis AI scripts Link to comment Share on other sites More sharing options...
Cantona66 Posted October 4, 2011 Author Share Posted October 4, 2011 Now i have found that the Winter war scripts do not fire since they need Finland to be Axis but they are neutral in the game, but in v3.1 it will be fixed. Link to comment Share on other sites More sharing options...
Cantona66 Posted October 8, 2011 Author Share Posted October 8, 2011 For next update i will have remodelled the USSR troops and all their unit scripts. I am doing research for the Oob and will try to have it as acurate as possible but then their wil be special scripts for advanced level. Link to comment Share on other sites More sharing options...
robert.l.hatcher Posted October 8, 2011 Share Posted October 8, 2011 Really looking forward to it. I have modified your scripts to give each side substantial extra MPPs, and while both are equal in increases, the Axis get it early and the Allies over time. I appreciate all the effort you put into this mod. Link to comment Share on other sites More sharing options...
Glabro Posted October 9, 2011 Share Posted October 9, 2011 Good news Cantona, are you also making sure that German MPP earnings are in line with the historical OOBs in 1941? Because it might be that if germany's production ability is lower than was true in history, unit scripts according to OoBs might be problematic. Link to comment Share on other sites More sharing options...
Cantona66 Posted October 10, 2011 Author Share Posted October 10, 2011 Can you give me a hint on the MPPs, in what region it should be? When i play and choose decisions historically, i usually have approx 140-150 divisions to attack USSR in june 41. Then i count tanks and corps as 3 divisions. And in reality they had 166, but then i am a but thin in the other theatres, totally 175-180 i usually haves. And i do not invest in motorized corps at all, only tanks, and special forces. I usually also say no to decision scripts Plan Z, Atomic bomb, Graf Spee to Uruguay, and some others. But i not now what kind of figure the MPPs should be! Link to comment Share on other sites More sharing options...
Glabro Posted October 10, 2011 Share Posted October 10, 2011 I haven't actually done that research so that I could give you an accurate answer, I just thought to mention that it's a concern when using historical OOBs on one side and game-generated income on the other. Link to comment Share on other sites More sharing options...
Cantona66 Posted October 10, 2011 Author Share Posted October 10, 2011 yes, i totally agree, i am playing now a test game, and i will check how big army Germany will have when the Barbarossa is about to start, but i think i will add a couple of industrial centers to Germany that they will get summer 1940 since i think their army is strong enough before fall Gelb Link to comment Share on other sites More sharing options...
Glabro Posted October 10, 2011 Share Posted October 10, 2011 It's a good idea, because Germany's war industry was nowhere near ready and I think that it was only in ´44 that Albert Speer hammered through "Totaler Krieg", harnessing the entire power of Germany for the war effort. Hence, growing industry (besides researching Industrial Production) is a good idea. Link to comment Share on other sites More sharing options...
Cantona66 Posted October 10, 2011 Author Share Posted October 10, 2011 There is a big resource Total war script that kicks in in feb 43 Link to comment Share on other sites More sharing options...
Samichlaus Posted October 14, 2011 Share Posted October 14, 2011 Just finished the V2.1 as axis, which I enjoyed a lot! Here some observations: As always, I tried an ahistoric variant. In this case I never attacked Poland until 1945 (!) but attacked France in January 1939 in a direct attack through the maginot line. Result: France fell in June 1940 (Belgium and Netherlands remained untouched). Then I sea-lioned England successfully, but to my surprise at the end of 1940 the US dowed me!! I'm not at all sure, whether the US really went at war "just for England" without the Japs attacking them... Another surprise that turned into a disappointment: somewhen US amphibious landing vessels landed in southwest England. At first I was delighted about this surprising move. But then, turn after turn, the US sent vessel after vessel, all appearing at the same spot in the Bristol Channel. Once knowing that, I easily could sink them one after the other by stationing subs at this spot. I finally conquered Egypt and Russia (having Poland a a neutral "buffer" between Germany and Russia). I then conquered South America and from there on to Cuba. US was down in late 1946. All in all I wonder if it's worth keeping Spain as a major, since they finally joined axis in 1945 despite my diplomatic efforts. Does it make sense to "waste" a major spot on a country, that hardly comes into the game? I don't mention minor bugs here (like the US hampering spanish economy even after the US defeat etc.), because I think that all in all this is a great version. Last word on subs: unlike other SC2 versions, they don't do very well against battleships, cruisers or carriers. Not sure if this is on purpose? Thanks for the good work, I am going to test (as usual in an ahistoric attempt) V3.0! Sami Link to comment Share on other sites More sharing options...
Cantona66 Posted October 14, 2011 Author Share Posted October 14, 2011 Glad you enjoy it Samichlaus Interesting approach! I will beef up the subs, and also add more US troops when US is invaded. Do not know about Spain. Link to comment Share on other sites More sharing options...
Cantona66 Posted October 16, 2011 Author Share Posted October 16, 2011 1938 Calm before the storm (ww1 engine) v4.0 -------------------------------------------- Now i have dug deep inte the histoy and changed USSRs troops accordingly. Depending on how you count and which resources you use USSR mobilized approximately 30 million men, and Germany 50% of that. USSR had 20000 tanks against Germanys 3500 and 15000 against 4000 planes. UNITS I have counted a corps and tank corps as 3 divisions if they have normal strength (more if they have elite reinforcment) In 1938 Calm before the storm 4.0 Germany has 38 divisions at the start, in production queue 23 and scripts (Human) give 439, totally 500 divisions, except for the ones you buy with MPPs. USSR has 149 divisions on the map at start, 49 in production queue and gets 802 in scripts (AI + Human), which gives a total of 1000 divisions. Then there are some unit scripts for Advanced level with 170 additional divisions. Historically USSR had even more divisions and corps, but sometimes i have put in an Army instead and made represented by a really strong corps. This is actually much more than the earlier versions of my mod, which is kind of funny since there has been comments that USSR gets too many units. I have also made some changes that helps Germany: 1. I have put in one decision script for USSR to invest MPPS to get some of the unit scripts (This will get them to use there MPPS to reinforce their units on the map and not be able to but so many new units the first years). 2. USSR has more units at the map in the beginning (and increased USSR build limits, especially for tanks) now also but they are very weak at start. 3. I have put in a garrison script for USSR to keep most of their unit close to the border until war breaks out, combined with the Barbarossa strength script Germany should be able to kill of the major part of the units on turn 1 of the invasion, then the way is reasonable free until you reach Smolensk, Kiev, Cherkassy and then Leningrad, Stalingrad, Moscow and the Caucasus. 4. Added pop-up and strength scripts for Germans to simulate pockets to trap USSR troops in I have checked OoB for the biggest battles during 1941 & 42, the scripts for these cities/battles now gives troops accordingly. as follow: Urals 150 divisions (Units from east of Urals sent to mostly Perm and Sverdlovsk) Moscow 110 divisions (West front, Bryansk Front and Reserve front) Stalingrad 70 divisions Caucasus 60 divisions Smolensk 35 divisions Kiev 30 divisions Leningrad 27 divisions Siberian troops 26 divisions Far East troops 22 divisions Cherkassy 22 divisions Then i have added some scripts for small towns defence but these scripts are weak (divisions, workers militia, NKVD troops) For Germany the number of divisions was as below: 1938 july 37 divisions 1939 january 39 1939 september 93 1940 january 98 1940 may 119 (40 motorized) 1941 january 190 (56 motorized) 1942 january 165 RESEARCH When i have tested the game, i (Germany) usually have level 2-3 tanks 2-3 fighters, 2-3 ground attack and level 2 infantry weapons when Barbarossa starts june 41. MPP During my last game (not all changes listed here where implemented then but most), my MPP income (Germany) where as follow (excluded all script income and convoy) 1938 summer 98, fall 317 1938 winter 700, spring 375, summer 215, fall 600 1940 winter 1270, spring 650, summer 509, fall 1125 1941 winter 2700, spring 1370, summer 860, fall 1908 1942 winter 3954, spring 2021 USA joined the war 1941 december 14th. CHANGES v4.0 I have added a new type of unit, Seaplane Tenders/Carriers, the minor countries Anglo Egypt-Sudan, Netherlands, Slovakia (to simulate Germany), Croatia (to simulate Germany), Montenegro (to simulate Germany), Yugoslavia, Sweden, Italian Africa, Spain, Commonwealth, Free France, French Morroco, French Algiers, French Tunisia and Vichy France have these instead of Aircraft Carriers. Each country have individual Combat target data, depending on how their vessels historical type and strength. Some is quite ok with approx 20 aircrafts and some only a few that is rubbish. Possible use of them is sub hunt or recon. Changed start date to july 3rd 1938 Totally remodelled USSRs units (names, numbers both on map, build limits and scripts) Increased Italys starting NM from 50000 to 75000 Changed reserach (increased cost and removed a few USSR chits assigned) Added Swedish units to production queue Small adjustments of Greek Army Renamed and moved III. Germanisches korps to III. SS Panzerkorps from corps to panzers in build limits Removed Germanys Jagdgeschwader 77 from build limits since it is a unit script Added picture of Field marshal Albert Kesselring and link to it in unit script Lowered Germanys build limits for Special forces from 7 to 5 Added 2 German tanks to production queue for october 42 and october 43 Increased combat data for cavalry (tanks defense and soft defense) changed names of German cavalry and special forces Changed attack bombers to 1 strike Added 4 coastal guns for Swedens build limits and to the map and named the 2 old ones Removed 3 corps from Germanys build limits and exchanged these to 3 others in unit script Increased UK build limits to 2 special forces and lowered USSR to 4 Changed Finlands mobilization 5% Axis Added 4 new pictures Added minor city of Salla Removed 1 picture Added league of nations flag for Demilitarized zone Fixed spelling in one picture Changed Linz from minor city to industrial center Added Peenemunde as industrial center Added minor cities Istra, Kaluga, Podolsk, Zagorsk, Roslavl in USSR and garrison script for them Fixed faulty bitmaps for German units in desert Changed road in Finland (Too close to lake) Increased build limits for German HQs from 13 to 14 and USSR from 15 to 18 Added German tank Hube to Production queue 1943 june 10th Removed 2 SS panzerkorps from German build limits for tanks Added rail to Ukraine Added 7 industries to USSR Remodelled Finnish army (build limits, map, production queue) Switched Polish cruiser to destroyer and named it and the polish sub Named Bulgarian destroyer Named Romanian destroyer and added sub to the map Named Greek destroyer and sub, added battleship Kilkis Named Turkish sub and destroyer, added battleship TGC Yavuz Named Dutch destroyer and sub, added Seaplane tender Gadila Removed Belgian sub from the map Named Finnish sub and replaced destroyer with cruiser Named Argentinian cruiser Named Swedish ships, added ships to the map Named Commonwealth ships, increased build limits with 1 more carrier Named Yugoslavian destroyer, added seaplane tender, removed cruiser from the map Removed Brasil battleship from build limits, Named Brasil cruiser Added Estonian sub to the map, removed destroyer Increased French build limits with 1 more carrier, named it JOFFRE and added to production queue Increased strength on UK carrier Ark Royal and Eagle Added Spanish Seaplane tender Dedalo Added Anglo Egypt-Sudans Seaplane tender Pegasus and Audacity to the production queue for 1941 Added Italian African Seaplane carrier Giuseppe Miraglia Increased UKs build limits with 2 more cruisers and added these to production queue Lowered cost for seaplane carriers compared to regular Aircraft carriers Added seaplane carrier for Free France to build limits and production queue Switched ownership from Germany to Denmark for Northern Schleswig and moved Flensburg 1 tile south and small change of 1 tile to add port there Changed combat target data for naval Ships mainly, but small changes also for many other units Added port of Aabenraa to Denmark and changed rail there Added picture of escort carrier Lowered building times of forts Small text changes in decision scripts Small text changes in unit scripts Changed variable conditions in some German decision scripts Changed 2 Commonwealth unit script (Super units) to AI Changed dates and triggers for Italian belligerence scripts Added 2 USSR garrison scripts for Kiev and Kharkov Made small land changes for USSR Date changes for some German decision scripts Added strength script for Fall Grun on Czechoslovakia Added German decision scripts with matching, strength, belligerence, Mobilization_3, annexation, unit and war entry scripts for Fall Otto, Germanys attack on Austria Added some media links to unit scripts Added German unit scripts for Saar and Rhineland decision scripts Added Norwegian unit script for Cavalry 2nd division Changed dates in annexation script for Austria Changed date for territory script for Rhineland Changed variable conditions, types of units, names, dates, triggers for German Waffen SS unit scripts Removed German III. (Germanic) SS Panzer korps unit script Changed German Panzer Lehr script from division to special forces Renamed some German unit scripts Renamed some Hungarian and Romainan unit scripts Added German unit script for Hitler Jugend division Changed some war entry scripts from Axis AI to all games Changed trigger for 1 War entry script Changed type of 1 war entry script Removed 6 war entry scripts (they where doubles) Changed USSR NM script for Allied landings in France (US troops requirement) Changed Flag on 1 War entry script Added Commonwealth unit script in Bissau Changed flag of Winter war decision script Added USSR NM script for Battle of Suomussalmi Added German NM script for condor legions homecoming Added 1 decision script for winter war peace Added 7 pop-up script for winter war Added 1 pop-up script for Atlantic charter Added 1 Mobilization_3 script for Finland to lean to Axis Added pop-up script for Swedish home guard Added pop-up script for League of nations condemning Italy for the Abyssinia war Added 2 German unit scripts for Ostlegionen, changed unit type of one other and date of one more Changed USSR unit scripts for Siberan and Far East reserves (Removed some units, reduced experience, added condition position and text changes) Changed USSR NM script No step back (moved date and increased NM value) Added USSR Odessa garrison script Changed USSR garrison scripts Removed 1 USSR garrison script for Leningrad Added German 2 fighters, 2 attackbombers and 1 cavalry to unit scripts Fall Blau and zitadelle, and some name changes Some text changes in German unit scripts and strenghtend Panzer armies in Ardennes unit script Small adjustments of Mobilization_1 and Mobilization_3 scripts Added 1 German unit script for Eastern front reserves Added big pre entry USSR garrison script to keep troops close to the border Added USSR decision script for them to pay for unit scripts Changed USSR research (removed 1 tank chit and changed scripts) Increased strength and added 2 units to 2 German unit scripts in Iraq and Ethiopia Added 2 German resource scripts for Peenemunde and Mittelwerk Moved date on Operation Weserubung unit script earlier to december 1939 Changed date on German decisions scripts for Norwegian gold Added pop-up, pictures and strength scripts for Germans to simulate pockets to trap USSR troops in Added and changed Swedish unit scripts Added USSR NM script for battle win over Japan 1939 Changed date and type of Mobilization_3 script for French West Africa to join Axis after Dakar raid Many small changes of War Entry scripts (dates, triggers and types) Added 2 Belligerence scripts for French West Africa towards UK and Commonwealth Added missing position to Polish Surrender_1 script Fixed faulty media link in German unit scripts (Waffen SS) Changed Surrender_1 script so Bulgaria get Greek territory instead of Germany Changed size of Reichskommiseriat Ostland Changed size of Reichiskommisariat Ukriane Fixed spelling in different scripts (Thanks wlape3) Changed Greek activation in decision script Added decision script and matching territory script and pop-up script for Northern Schleswig plebiscite Added decisions scripts 388-396 and matching unit scripts for repairing scuttled French, Dutch, Norwegian, Greek, Yugoslavian, Italian ships and to convert Italian Ocean liner to Carrier, and Slovakia to build seaplane tender Ostmark Fixed Yugoslavias surrender_1 script, wrong country number Added 3 oil fields to USSR, and added these positions to supply scripts Changed positions of territory scripts Reichskommisariat Ukraine, Transnistria Increased strength and number of units in US unit script if invaded Added unit script linked to decision 55 for RSI navy Fixed spelling in free unit script Changed trigger for Italian African naval units to become free italian units Added unit scripts for French Morroco, French Algiers, French Tunisia and Vichy France to get Seaplane tenders Added 2 Commonwealth unit scripts for escort carriers Link to comment Share on other sites More sharing options...
Samichlaus Posted October 16, 2011 Share Posted October 16, 2011 Just finished the V3.0. This time playing as allies. As usual I tried an ahistoric version. I dowed Germany just about 3 weeks before their invasion on Poland (late july or early august 1939). Result: Germany surrendered in August 1940! Conclusion: the axis scripts need improvement. Germany even started Fall Gelb or dowed Norway, when the allied troops already had advanced deep into Germany (and one polish tank was near Berlin). Looking forward to V4.0 Sami Link to comment Share on other sites More sharing options...
robert.l.hatcher Posted October 16, 2011 Share Posted October 16, 2011 Looks great, when are you going to load it up?! Link to comment Share on other sites More sharing options...
Cantona66 Posted October 16, 2011 Author Share Posted October 16, 2011 It´s uploaded (just when i added the message), but usually it takes some time before it´s published, (usually longer on weekend). Link to comment Share on other sites More sharing options...
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