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Honch
05-23-2008, 04:46 PM
I am now 99% finished my Fall Weiss MOD for the PDE engine. It will not work on WAW and I will no longer support the old WAW Honch MOD.

I have basically transferred my MOD to the PDE engine and the extended PDE map which shows much more of North America. Most of the new US and Canadian resources do not contribute to their MPP production until the defeat of Japan.

I have included all of my scripts including Croatian and Ukrainian SS units, Spanish Blue units, creation of Croatia, annexation of Alsace Lorraine, Axis oil shortages, British Home Guard, Axis surface raiding, US A-Bomb attacks in 1946, US partisans, Free Greek/Polish/Dutch and Belgian units, Allied evacuation from Greece to Crete upon Greek surrender and Free French units in the UK.

As usual, it includes all of the extra major cities and ports, historical OOB, Netherlands and Trans-Jordan as separate countries and the removal of special forces and rockets from force pools. Rockets will arrive on schedule for Germany to represent V-weapons.

I have also added "points of interest" to the map such as Kasserine Pass and Anzio and adjusted the Normandy coast line to allow for better "D-Days".

The default upon UK surrender is transfer of the capital to Halifax.

I am still working on adding in ALL of Africa and then adding Free France as a separate nation with its capital in Libreville if Vichy France IS created. This will also allow addition of Venezuela with its oil convoy to the US and the Panama Canal with transit arrows to the Indian Ocean.

Gdtrfb
05-23-2008, 04:50 PM
Woooooohoooooo.....cant wait thanx for the update...not to be pushy but....when is the e.t.a?....after playin storm of steel i kept sayin to myself wasn't there a port/city/town there? as allways wish you the best luck and keep up the outstanding work!!!!!
p.s goin to get some visine so my eyes dont bleed this time when i play like 20 hours straight!!!!!!

Honch
05-23-2008, 07:53 PM
I am going to post on cmmods right now.

I AM aware that there is a problem with the minor HQ flags. They are showing up on a white background. I have emailed the issue to Hubert.

Also, I am still working on the Axis surface raider and Free French unit scripts so those will be in the next version sometime next week.

Have fun!

Gdtrfb
05-23-2008, 08:05 PM
Yeeeeeeeeeeeeesssssssssssssssssss....thanx for the mod bro....wish i had the skill to pull off anything like that...keep up the great work!!!!
any chance your going to do a Honch job on Russkies are comin?anyhoo im losing game time soooo thanx once more for a great mod! I blame you in advance for my lack of sleep/productivity this week...lmao thanx once more.

[ May 23, 2008, 06:05 PM: Message edited by: Gdtrfb ]

Gdtrfb
05-23-2008, 09:10 PM
DL succesful yeeeeeeehaaaaaaaaaaaaa
thanx bro....have a great weekend...hope ya hit the lottery or at least tie a good one one!!

Honch
05-23-2008, 09:44 PM
Fixed a few things and Hubert emailed me the corrected flag file. All's good. Posted.

Gdtrfb
05-24-2008, 08:31 PM
Just wanted to say thanx bro....outstanding work
hope you continue the great work and do one for Russkies are coming!!!!anyhoo thanx once more for doin wat im to retarded to do...kudos

lparkh
05-25-2008, 09:47 PM
Is this mod viable against AI or only recommended for Human vs Human?
Thanks
Lin

Hubert Cater
05-26-2008, 08:45 AM
From the looks of it I believe it is playable against the AI as Honch has included AI scripting for the campaign as well as his other fine additions.

Honch
05-26-2008, 02:55 PM
It includes the full Fall Weiss AI updated to the PDE engine and with the extra scripts that are needed for my MOD.

Honch
05-27-2008, 06:07 PM
Next version to be up tomorrow.

Scripts added for Axis surface raiding from Brest, Cherbourg and St. Nazaire.

Changed UK convoy route from Egypt to go through the Med. It makes control of Gibralter, Malta and Cyprus even more important as the lane passes right through the ports on these.

Added script for USSR anexation of Bessarabia.

Further adjustments of Polish, USSR, French and German starting OOB.

Added a couple of USSR cities/towns.

Added ALL historical German and USSR HQs to list of available units.

Added script to increase Greek readiness if Italy blockades the Med.

Added script for Warsaw uprising if Allies or USSR approach Warsaw.

Added script for full US partisans after invasion.

Added script for arrival of Free Polish/Greek unit in Crete if Greece surrendered to Axis.

Added De Gaulle and Free French unit to arrive in UK in 1944.

Decreased war readiness increases for Italy for UK naval activity in Med.

Cantona66
05-28-2008, 11:13 AM
Hello Honch, i really like playing your different mods, i have some suggestions that you could add i you like:
-Ostland Reichskommiseriat Established and Baltic Waffen SS Activated
-Benelux Waffen SS
-Vlassov army
-Reichskommisseriat Kaukasus Established and Kaukasus Waffen SS Activated
-Second Vienna Award granted the northern half of Transylvania to Hungary
-Treaty of Craiova, Dubrudja granted to Bulgaria

Honch
05-28-2008, 02:38 PM
What were the dates of those territorial transfers to Hungary and Bulgaria?

Cantona66
05-28-2008, 02:46 PM
1940 august 30th (Hungary) and then 1940 september 7th (Bulgaria)

Honch
05-29-2008, 02:56 AM
Version 2 is up. I also realized that version one did not have any of the British MED fleet. OOPS!

Cantona66
05-29-2008, 03:05 PM
I just started one game of the version 2, One more proposal would be to change german battleships Scharnhorst and Gneisenau from light to heavy battle groups

Keep on the good work!

Gdtrfb
05-29-2008, 05:01 PM
Thanx Honch for a great Mod.....keep up the great work! my dumbass didnt even notice the Med prob tho i thought i was a genius for gettin Egypt to fall so quick...LMAO

rjh1971
05-29-2008, 06:10 PM
Honch congratulations hell of a nice map.
If I may suggest it when you upload the mod in CMMDOS could you name it with a version number. I've seen that the latest update was may 29th, I guess the date changes when you upload a new version, if you were to name your mod with a name and a date everyone would know if the have the latest or not.
This is some thoughts that I think would be useful for all of us who download mods.
Once again congrats your mod looks wonderful.

[ May 29, 2008, 03:19 PM: Message edited by: rjh1971 ]

Honch
05-29-2008, 11:12 PM
Good ideas, will do.

Cantona66
06-06-2008, 05:08 AM
Hello Honch, i noticed a v1.03 i CMMods, but i failed extracting it after download, is there any problems with it?

Cantona66
06-06-2008, 09:56 AM
Hello again, now it works, after 3 downloads it worked

Honch
06-06-2008, 04:02 PM
Yes, forgot to announce that version 3 is up. I still need to make some adjustments to the Axis AI. They won't invade Denmark but now will invade Belgium and the Netherlands.

mock
06-07-2008, 12:16 AM
Honch, love the mod, nice work.

Question: What is the purpose of the "loop" arrows on land? E.g. - "to Sudan" , "to Murmansk", etc. Is there future expansion of the map planned?

Also the map is getting very congested with towns on each new version, not a big deficit to the overall experience but becoming a little much. JMHO, thanks!

Honch
06-07-2008, 04:09 PM
I'm a geography buff, I like all of the place names and towns. I much prefer to attack Tula or Anzio rather than tile x,x etc. There is no battle of Kursk, Falaise or Bastogne in the vanilla scenario. I am rather proud of my Kasserine Pass additions and new Normandy coastline. IN a perfect world we would have a larger scale map that I can MOD.

Yes, the map will be expanded, right now those arrows are just for show.

Gorgin
06-07-2008, 05:38 PM
I can't find this on CMMods.

How is it listed?

[ June 08, 2008, 05:48 AM: Message edited by: Gorgin ]

rjh1971
06-07-2008, 06:23 PM
I can't find it either, the other day while at work I show it, but now it's gone. Can't update

Honch
06-08-2008, 04:20 PM
Don't know where it went. I will re-post later.

Honch
06-09-2008, 05:02 PM
Version 5 will be up later.

Adjusted the build limits to make use of Axis minor and Italian manpower critical for Germany.

Added Polish partisans and Warsaw uprising

Added Vlassov defection script.

Corrected atomic bomb scripts.

Gdtrfb
06-09-2008, 05:53 PM
Cool beanz....Honch i am goin to try to make a mod of the Korean war since your maps are geographicly awesome would you recomend a source...also just wanted to say your mod inspired me to attempt this korean war madness
so once more i say awesome work on a outstanding mod!!!

Honch
06-09-2008, 10:23 PM
Try Yahoo maps. Thats where I get my stuff from. Also, you may want to invest in a Military Atlas of the Korean War or something like that. Check Amazon.com.

Gdtrfb
06-09-2008, 11:49 PM
Thanx Honch appreciate the hookup...keep up the great work

Cantona66
06-10-2008, 01:17 PM
Will start playing the new mod right away, i have a proposal, should not the max chits assignable be reduced from 5 to maybe 2 since othervise you can have level 5 quite fast, i usually have level 4-5 tanks late 40/early 41

Great job Honch :)

Honch
06-10-2008, 03:15 PM
Funny you should say that, I actually played last night and Germany had jets by late 1941. Due to all of the extra MPPs floating around I am going to adjust the research costs.

There also seems to be a problem with the De Gaulle and Free French units. I am working on that.

There is also an issue with Russian and Yugoslav partisans not appearing, working on that.

Let me know any other issues.

AZGungHo
06-11-2008, 11:53 AM
Interesting how research work isn't it? I've had a few games where I had jets or level 5 tanks early, but usually I end up taking the whole game and still not reaching level 5 in anything!

Luck is a funny thing!

Gdtrfb
06-11-2008, 05:45 PM
Gotta agree with AZ sometimes i get lucky get King Tigers /Jets by 42 other times 44 i like the feelin of waitin each turn for the potential hookup!!!
Once more Honch great work!!!

Honch
06-12-2008, 04:51 PM
Question for all players of my MOD:

I recently read a book about Operation Sealion. Churchill had apparently approved a plan to use poison gas on German troops when they landed in England. The UK (as most other major nations) had large stockpiles of gas that were never used.

In the case of a Sealion I was going to set up a decision event. "Our generals recommend use of poison gas on the invading German troops. We expect most nations to condemn the attacks but are quite confidant that the invasion forces will suffer such dramatic casualties that they will be soundly defeated. Do you wish to use poison gas?"

In the case of a NO, status quo, in the case of a YES, the German units in the UK take a heavy strength hit, the USA and USSR condemn the attacks and their readiness drops 20-25%, Spain and Sweden join the Axis.

What do you think?

I think that it would give a neat ahistorical option.

Honch
06-12-2008, 04:53 PM
The De Gaulle and Free French scripts are fixed. I beleive that that the Soviet and Yugoslav partisan scripts are working now and I have adjusted research and unit costs upwards by 10-20% to account for the higher MPP levels.

I will post tonight.

Gdtrfb
06-12-2008, 06:06 PM
Honch i like this idea...but think the USA should take a larger hit than the USSR also if UK uses gas the germans should have a decision event for something...maybe increased rocket range? in answer to the gas attack...also i changed the AAA range to 2 that way Axis cant just sweep the air in USSR with relative ease
also just a thought but since the Allies are so aggressive in ASW in 39 i gave the germans 1 more sub so they can actually get to some convoys like they did historicly...great job once more...would like to see a decision event centered around the full alliance that Stalin offered Adolph in 40 just a thought might not be a good one tho!

Honch
06-12-2008, 11:08 PM
I added the Poison Gas Decision script and tried it out. It ROCKS!

I added a German sub to the production queue.

I also significantly increased the Urals industry for the USSR but reduced their initial industrial output.

Posting version 6 now.

user73
06-17-2008, 06:28 AM
Hello Honch,

liked your scenario very much, great work!

but a few thoughs on how to make it even better(played on axis at intermed and 1 XP for allies):

- possible to use a bigger map (may be thrawns map)
- Submarines are only paperboats without use, because they can't watch very far to avoid incomming destroyers and the hunters are like they always know where you are
- what about starting at 1938 or early 1939 with spanish civil war to gain more experienced units (tanks and aircraft) or the anex of Czech Republic to gain more modern units like PzKw38(t) for Italy maybe the possiblity to chose in invasion of Albania and send troops to Spain or Ethiopia
- possiblity to put "special" units into like SS troops instead of Brandenburger or PzGren Div ? maybe tougher but only regiment or brigade level
- Reducement of menpower in artyunits to 5 to reflect they were no "army" but just brigades?
- make airdefense unit also be able to attack landbased units(think of the 88mm flak) ?
- make building up bunker a little bit faster

Alaric
06-18-2008, 03:01 AM
Originally posted by user73:
Hello Honch,

liked your scenario very much, great work!

but a few thoughs on how to make it even better(played on axis at intermed and 1 XP for allies):

- possible to use a bigger map (may be thrawns map)
- Submarines are only paperboats without use, because they can't watch very far to avoid incomming destroyers and the hunters are like they always know where you are
- what about starting at 1938 or early 1939 with spanish civil war to gain more experienced units (tanks and aircraft) or the anex of Czech Republic to gain more modern units like PzKw38(t) for Italy maybe the possiblity to chose in invasion of Albania and send troops to Spain or Ethiopia
- possiblity to put "special" units into like SS troops instead of Brandenburger or PzGren Div ? maybe tougher but only regiment or brigade level
- Reducement of menpower in artyunits to 5 to reflect they were no "army" but just brigades?
- make airdefense unit also be able to attack landbased units(think of the 88mm flak) ?
- make building up bunker a little bit faster greetings, i, well, Really, will love a mod with thrawn outstanding map and the experience in script by Honch, will be a great scenario, it will be as work by two excellent moddders combined, only can be a great outstanding scenario,

best regards,

alarick.

AZGungHo
06-18-2008, 11:24 AM
Hey Honch,

I'm late with this but I like the idea of poison gas - and the idea of strength hits and the US and USSR reacting is good also.

I don't really think that the UK using gas would have caused Spain to join the Axis, and doubt Yugo would have either. Those options seem like a real stretch to me.

But letting them use gas is GREAT - I have no doubt Churchill would have done WHATEVER IT TOOK to defend the UK.

Honch
06-18-2008, 03:04 PM
Thanks for all of the feedback guys. I will be away in the UK on holiday until mid-July now and will put some thought into the recommendations.

I may take a stab at MODDING my campaign using the expanded Thrawn map as I have a grip now on the AI scripting.

I just finished a full game as Axis at beginner level. It was fantastic!

Usual fall of Poland, Netherlands, Denmark and Belgium. France fell in May 1940.

I sealioned UK in summer 1940 and it was a dogfight until early 1941. Churchill put poison gas on the beachheads and called out the home guard. It devestated the initial attack and killed Von Runstedt! I managed to barely reinforce the invasion armies after letting North Africa completely fall to the British.

Spain and Sweden were horrified at the gas attack. Spain joined me and I used them to garrison the UK as I transferred to the East.

Italy DOWd Greece and as usual it took German intervention to take it. Didn't have a chance to take Crete though when the USSR started to make rumblings. They DOWd me in May 1941.

By end of 1941 I had taken Leningrad and Moscow and was advancing on Rostov and Gorky but winter hammered me and it took the entire Finnish army to keep the partisans down south of Leningrad.

The Russians actually drove the Rumanians back to Odessa and I had to send Rommel and units to take Voronezh and stop their advance.

That caused the fall of Gorky to stall and I never was able to take Rostov and the Caucasus until the USSR surrendered.

In summer 1942 I was at the Urals but stalled before Stalingrad as reinforcements were tough to transfer in as the Poles continually sabatoged the rail lines through Poland.

The US DOWd me in late 1942 and started bombing poor Italy from Libya. They made a naval foray into the North Sea but my few German and Spanish units pushed them back with loss.

In November 1943 I swept through the Urals and that pretty much did it for the Russians. In February 1943 I took Stalingrad and USSR surrendered. There were still significant pockets of resistance at that point including Rostov and the Caucasus and the far north.

My subs saw a HUGE US transport fleet in the Atlantic in spring 1943 but they were very slow and I put a Spanish unit in Ireland and Iceland.

I swept through Iran, Iraq and took Alexandria in June 1943. The US fleet was in range of Ireland but that was it, VICTORY!

Changes I did notice that I needed to make...More USSR partisans and over a wider area, more aggressive AI if UK falls. If they had put troops ashore in Sicily, Portugal or Greece in 1942 I would have had a very tough time.

photonred
06-24-2008, 09:26 AM
Honch,

Hitler despised chemical warfare and refused to allow its use despite Germany having developed a new form of agent Nerve gas would have had a much greater effect then the mustered/phosgene gases as the effects were immediate and protective equipment against it were limited

I'm sure if Churchill had used chemical agents then Hitler would have bombed London and with Nerve agents depopulating it possibly forcing early capitulation of England.

Honch
07-11-2008, 04:43 PM
OK, I am now back and will be undertaking adaption of my HONCH MOD to the "true" corps level map created by ALARIC, THRAWN and such. I will include all of the extra cities and towns, historical OOB and event scripts and intersting place names etc. I will release the PvP MOD when the event scripts are done and then will get working on the AI scripts.

CSS
07-12-2008, 01:03 AM
It sounds Great as Honch is easliy one of the best Mod makers ever!!!

Gdtrfb
07-14-2008, 02:25 AM
Awesome Honch keep up the outstanding work!!! cant wait for the new installment!

Retributar
07-14-2008, 09:51 PM
Yes!!!..."Master Yoda" Is At Work Again!.

dhucul
07-15-2008, 05:54 PM
I am going to give regular updates as to my progress in transferring my MOD to the corps level map as well as any new additions. Its alot of work as the map, while excellent work in its own right, is not 100% to my liking.

1. Made all desired map adjustments to UK, Ireland, France, Belgium and Netherlands including all of their territories. Many of my map changes are directly from WIF final edition maps.
2. Made Malta an "oversized" island that will allow a land unit AND an air unit.
3. Expanded the map to allow for East and West Africa (Central Africa will be non-passable for the most part) and the remainder of the Arabian peninsula.
4. I plan on adding Vichy West Africa (Dakar) and Free France as separate nations now.
5. I will be removing all unit "names" from land and air units in place of generic units. It is too difficult to ensure that all these unit names are correct. HQ and naval units will retain their names.

dhucul
07-17-2008, 08:19 PM
Update number 2 on the new expanded HONCH MOD:

1. All map changes have been applied to Greece (I just have to reposition Crete), Germany, Poland, Denmark and the Baltic States.
2. I have recombined the Baltic States into one nation. There is no reason to keep them separate. Having them separate makes it necessary to have Kaunus and Tallin as full capital cities which they really shouldn't be in the context of this MOD.
3. There were quite a few roads and railways that were not properly connected to ports and resources etc. These problems are adding to the time needed to adjust the map.
4. Germany seems to be slightly stretched on the East-West axis. I have moved a couple of cities and rivers but it will have to be lived with.
5. Expect to have the map completely done by the weekend and will then start on the historical starting OOB.

Retributar
07-17-2008, 11:51 PM
Wonders Never Cease!!!.

dhucul
07-23-2008, 06:03 PM
The only remaining areas of the map to update are Scandinavia, Russia and North America. I will then complete the addition of East and West Africa.

I have decided to change Corps to Garrison/Militia and change Special Forces to Corps. In this was I can have low level infantry like I have always wanted. In addition, Corps will be permitted to transport from coastal tiles, this will simulate evacuations that occured quite frequently in the early years of the war.

Once everything is done including the event scripts for PvP is there anyone who would be interested (and able) to update the AI scripts? Its a big job that I don't necessarily have alot of time to do. I would provide all of the AI scripts that are to be included and they would need to be updated to the new map positions etc.

I was also considering changing artillery to fixed gun positions. Unable to move but able to fire at naval vessels. Thoughts?

Gdtrfb
07-23-2008, 09:40 PM
Imo you gotta have arty as assaulting a fixed/fortified/dug in position with out it is near suicide unless you have like 10-1 odds ...anyhoo just my 1 1/2 cents

dhucul
07-24-2008, 11:00 PM
Scandinavia finished.

Will keep arty as they are but will chnage the action points for all countries except the majors to zero so that minor country arty will represent fixed gun positions such as Norweigian coastal guns etc.

Will keep corps as is and will make special forces "divisions" to represent smaller infantry formations.

dhucul
07-29-2008, 09:03 PM
The map is done and quite good. If I post it to cmmods will some of you guys download it and give your comments?

I have tried "Road to Victory WW2" and I like the look although its too sparse. Therefore, I have decided that I am also going to make some changes to the graphics in my MOD to give it more of a classic boardgame look. I was wondering if anyone has graphics that they could post for:

Cities: White dot inside a white circle
Capitals: White star inside a white circle
Towns: Smaller, solid white dot.
Port: Blue anchor on a white background inside a blue circle.

I won't change the terrain graphics at this point.

Mines will become industrial/resource area. Does anyone have a good graphic of a factory?

Special Forces will become divisions. I will change the unit graphic accordingly.

I have started work on the unit layer (starting OOB). Following that will be the adjustments to the production, reasearch and combat values. THen I tackle the event scripts.

dhucul
07-31-2008, 12:50 AM
I have posted my progress so far to cmmods. It includes 90% of the map changes, starting OOB and new bitmaps etc. There are no working scripts yet. Take a look.

Cantona66
08-18-2008, 01:47 PM
Hello Honch, i am just wondering how your work is proceeding?, i am really looking forward to trying it out, the map looks great

Samichlaus
08-19-2008, 08:04 AM
Hi Honch
just wanted to congratulate you for your smaller resource sprites. I think they add a lot to the graphic look of the game. I intend to use them myself!
Samichlaus

PS: Apart from that, I cannot see what you are trying to do with your test map. It basically seems to be your original map which is extended in the southern part. What are you up to?

dhucul
08-21-2008, 05:08 PM
The map is twice as large East-West and about 1.5 times North-South. I am currently almost done adding in Venezuela, the French and British Guyanas and some of Colombia and Brazil etc. Africa is extended south to Libreville (capital of Free France) on the West and Kenya on the East.

The historical OOB is 99% done.

I have made a couple of other changes:

1. "Infantry Weapons" changed to "Infantry Weapons and Tactics". Germany, USA and UK start with level one although USA and UK units need upgrading. France starts with one chit and Russia and Italy with no chits.
2. "Special Forces" are now "Division". This allows for smaller units in various areas as the map is alot larger. Also allows for Waffen SS militias. It also allows for "evacuations" of divisions from coastal tiles if necessary. Evacuations occured quite frequently in the early part of the war.
3. Norway now has a secondary capital of Bergen. This means that Germany needs to capture this city as well to make Norway surrender.
4. Free France and Venezuela are new countries. Venezuela has a convoy route to USA.
5. Have added a decision script for the UK reinforcement of Greece if Axis invade. YES means a UK unit will be organzied in Greece but Egyptian supply will take a one time hit. NO means status quo.
6. Poland will now have partisans.
7. Only Germany can build rockets.
8. Changed "Mines" to "Industrial/Resource". One of the mine bitmaps has been changed to factories. Factories have been added to tiles for heavily industrialized areas that don't warrant cities such as Coventry, Skoda works next to Prague, Dortmund next to Essen, Detroit automobile industries next to Detroit and Russian industrial areas in the Urals.
9. Malta and Rhodes are now fortified two tile islands allowing infantry AND air units.
10. Some German and Polish pre-war fortified lines have been added.
11. Belgian fort of Ebyn Emal has been added.

I will upload my current map to cmmods. No events or AI scripts are included yet so its just for comments!

dhucul
08-22-2008, 12:12 AM
Its uploaded to cmmods. Its the full map and historical OOB. Weather layer needs fixing and then onto the scripts! Comments.

Cantona66
08-22-2008, 01:12 AM
I have downloaded the new map, is it really the latest one?, there is no Brazil, colombia or south of africa, the CGN file is also saved 13 august. Malta/Rhodes has 2 tiles though.

Cantona66
08-22-2008, 01:21 AM
Hello again, i have done some more checking, there are towns/ports in Norway missing names, and maybe Trondheim should be moved upwards some tiles, since it actually is north of Sundsvall in Sweden, and there is a quite big road/railway connecting Trondheim/Sundsvall, in the middle of that road there is a Swedish town called Ostersund that had where fortified guarding against the germans 1940-45.

Keep up the good work!

Cantona66
08-22-2008, 01:48 AM
One more proposal would be to add the french foreign legion (and the spanish)

dhucul
08-23-2008, 01:09 AM
Something strange is happening. I ran the editor in non-admin mode on my VISTA laptop and added the rest of the map etc. Its all there as long as I run the editor like this.

If I transfer the CGN file to my XP machine or if I try to run the editor in admin mode in VISTA it shows, just as you have said, half the map etc.

Hubert is checking into this.

In VISTA admin mode and in XP it shows only the file up until the point that I started making changes in non-admin mode in VISTA.

Anyone have any ideas?

Gdtrfb
08-23-2008, 01:12 AM
This happens to me when i am buzzed and run a game in non admin mode....when i play them on admin mode the saved game for before is nowhere to be found!!
Vista=garbage

dhucul
08-23-2008, 03:10 AM
OK, I exported all of the data from the VISTA campaign file and exported it into a new file on my XP machine. It all seems to work now. Whew!!!!!

I WILL NOT attempt to use the editor on my VISTA laptop ANYMORE!

Its on cmmods now. It should have 100% of the map completed except for the weather layer.

It also includes 100% of the OOB and country/campaign data.

Only the scripting needs to be updated to the new map.

In addition, I moved Trondheim and added the rail line as suggested.

Oslo and Stockholm harbours also have shore gun emplacements. Does anyone know of any other ports that had particularly heavy shore defenses?

Nupremal
08-23-2008, 12:23 PM
Glad I noticed this mod now - looks good I want to try it!

Preusse
08-23-2008, 02:53 PM
Looks beautiful, I spotted a few oddities the first 3 turns though:

Mussolini reacts to allied garrisons after the first turn

The descision event to implement the Molotov/Ribbentrop treaty doesn't work, I chose to honour it, yet i ended up with all of Poland.

dhucul
08-23-2008, 03:20 PM
There are no scripts yet!!!!!!!!!!!!!!!

Please read my updates.

Cantona66
08-24-2008, 03:08 AM
I have some more comments:
Shore gus could be placed at Scapa flow(seems to have had some guns), Karlskrona (163,29 Swedens biggest naval base) and Boden (165,13 very big fortress)

I also have some other suggestions:
Make Scharnhorst and Gneisenau heavy battle groups (since they where battleships on 35000tons and not cruisers, maybe Bismarck and Trirpts should be boosted up with some experience to 12 in strength since they where the biggest battleships except the japanese.

I also believe Hungary and Sweden should have the possibility to build one tank group, historically they had 500-800 tanks in ww2.
ANd Bulgary had at itīs peak more soldiers than Hungary(450000 against 350000), that should be shown in the force pool.

Will it be possible to later in the game build shore guns and place that at the atlantic wall for instance?

Will you name all ports/towns that do not have any names yet?

Hope you find these comments helpful

dhucul
08-24-2008, 04:55 PM
Good comments.

I will place those shore guns.

The majors will not be able to build shore guns as I used the rockets slot for minor nation shore guns. However, the majors can build fortifications that have good naval defense.

I will adjust the force pools as suggested.

Not sure about changing the German naval units yet.

All ports and towns will be named to match the on screen text. I just haven't done it yet.

I have started on the event scripts. It should only take a few days to get those done and then the game will be ready for PvP. The AI will take some time.

dhucul
08-25-2008, 06:56 PM
The event scripts are done. I need people to test it out PvP and advise of any balance issues or problems with the events.

It will be on cmmods tonight.

Preusse
08-25-2008, 08:23 PM
I am up for a game this Friday and Saturday if anyone is interested.

dhucul
08-26-2008, 12:32 AM
The PvP version is on cmmods now. I still need to finish the sea weather layer and add the port and city names. (The on map text is complete)

Comments please.

Alaric
08-26-2008, 04:05 AM
The PvP version is on cmmods now. I still need to finish the sea weather layer and add the port and city names. (The on map text is complete)

Comments please.

greetings, well, first of all i want to give a great thanks you for select the european theater map and do all (without doubt) hard work to place the events, hope the nuclear bomb is only optional, much games implement it anyway, i am going to give a try to your campaign and will come with the feedback as i have an empty slot for a play still in august, usually i change much things under my own concept of perfection before playing a scenario but these can take on some bugs, so, i will play unmodded and give feedback if it can be of help,

thanks again for the good-outstanding scenario,

and with best regards,

alarick.

Alaric
08-26-2008, 08:28 AM
greetings, played first game session for two hours, have changed some things but i think firmly that them will not mess up event scripts, untill march 40 all is going very well, great work with the map, indeed, all sur american positions and african minor positions can lead to some fight for them and it is as some king of mini pacific battle/war, now with my thinkings...

1- paris rail connection is missing so, if mmp collect is restricted paris will not give to france any resurce, by now is the only issue i have found.

optional...
1-upgradeable minors, minor nations are worthless troops when the major nations achieve some research hits, well, is historical but i did think that minors maybe for better playability can be upgradeable.
2- german high command... you have included the senior officer of the ss, paul hausser, but there are some that seems missing, i do not know if they will come by scripts however.
2.1- in the battle of the bulge the commander of the sixth panzer armee is dietrich, i think that in a corps scale level game will be a good option to have two ss commanders,
2.2- in operation barbarossa (june 41) there are four panzer groups with around two panzer corps each of them, you have included one of these four commanders, he is Kleist, but the other three are missing, take it as optional if at last move the scenario to corps level... these are... guderian, hoepner and hoth, his performance is very good, at least until around 1942 when the german army reorganize for case blue operation, the second summer offensive on russia,

hope it helps somewhat, will post more when i play more on the scenario but overall is very well balanced, i like it much, thanks for make it available,

with best regards,

alarick.

Cantona66
08-26-2008, 12:29 PM
Hmm, i believe Germany needs some more units, they have capacity 10/5/10 for corps/army/division, almosts ame as Italy!, and they alreday have all corps and army 1939, they can only but 3 more divisions, but it multiplied in numbers from 1939 onwards.
In Wehrmacht Service*, 1939: 4,722,000+
In Wehrmacht Service*, 1940: 6,600,000+
In Wehrmacht Service*, 1941: 8,154,000+
In Wehrmacht Service*, 1942: 9,580,000+
In Wehrmacht Service*, 1943: 11,280,000+
In Wehrmacht Service*, 1944: 12,070,000+
In Wehrmacht Service*, 1945: 9,701,000+
Regarding Waffen SS, my hope is that you add some scripts for voluntaries after the countries joins AXIS or are being defeated by AXIS (Dutch, Belgian, French, Italy, Scandinavia, Kaukasus, Rumania, Hungary, Bulgaria, Baltic and Vlassov army)

France should also maybe have one more tank, since that actually outnumbered Germany on tanks 1940
I believe USSR should also have 1 more tank, they should have more than Germany.

Very nice map indeed, canīt wait for the AI scripts.

dhucul
08-26-2008, 05:51 PM
1. Expanded the French Metropolitan rail network.
2. Finished the sea weather layer.
3. Added scripts for Benelux, Ostland, French and Norwegian Waffen SS.
4. Added Vlassov defection script.
5. Added a tank to USSR starting OOB.
6. Added a tank to French force pool.
7. Increased number of German armies in force pool to 6. I want to keep Germany dependent on minor nation manpower though, especially after Barbarossa. They will receive several free divisions via script.
8. Atomic Bombs are scripted but I am considering making them a unit again to provide more flexibility.
9. Changed the hard attack of fighters to zero.

Cantona66
08-27-2008, 11:14 AM
Tried to download the campaign, canīt find it at CMMods, can not find your earlier version either

thetwo
08-27-2008, 01:14 PM
Cantona,

Can you provide the source for you numbers and the what those numbers contain?

The base number for the German Army in 1939, was 3.8 million. Replacements in subesquent years came from "year groups" as a given year group came of age. (In-fighting between the services for prime year group replacements was intense.) This is made quite clear in General Franz Halder's war diary.

It seems to me there was also a three-volume history of the expansion of the German Army, leading up to the start of the war, and covering the early war, that mentioned the same figure.

The Luftwaffe and Kriegsmarine would have had manpower over and above this number, but to get to 12 million seems a stretch. There weren't that many Germans. Even when age limits were pushed.

I also have no recollection of there being 9 million German military personnel disarmed after the war. To me I think the correct number would be in the neighborhood of 2-2.5 million between prisoners of war captured in the last six months and those who captured as a result of the surrender.

Now Hitler had a passion for creating "new" divisions, which drove the General Staff crazy. It stretched available "division" assets paper thin and would give an "on paper" strength many times actual, if division headquarters were just counted and multiplied by a gross number of troops estimated in each establishment. But 12 million?

Thanks.

Cantona66
08-27-2008, 03:16 PM
Hello thetwo, from Feldgrau, se link

http://www.feldgrau.com/stats.html

thetwo
08-28-2008, 12:57 PM
Ah, excellent Cantona.

For the benefit of those wondering, the asterisks that Cantona copied, very accurately, reference the following.


[*Includes Wehrmachgefolge - those considered armed forces auxiliaries and in the direct employement, assistance or aid of the Wehrmacht, but not considered part of the Heer, Luftwaffe, Kriegsmarine or Waffen-SS. Inlcudes those from groups such as the RAD, NSKK, OT, etc.

A word of caution regarding these numbers; there is no one single source for statistics and data on German casualties or service totals during WWII. As a result, numerous sources were checked and double checked to gather this information, and although some of the numbers seem to work out correctly, others do not. Taken together, these numbers should not represent an exacting view, but a more general one in which the trends and hardships can easily been seen. Those numbers with a '+' indicate a number that is not exact. We will likely never know exact numbers for all the headings listed above.]

Cantona66
08-28-2008, 01:46 PM
Yes, my point with these figures, as written earlier, is that the german army expanded very much from 1939 onwards, but here in the game almost all army units is already on the map (or in production queue).

Cantona66
08-31-2008, 11:41 AM
Hello Honch, have been playing the mod some time now, here comes feedback:
-very nice map, really like the chane to have some small scale operations in east africa.
-maybe a bit too much movement, what do you think? to maybe reduce it a bit
-divisions takes 5 month to get when you bought them, strange, i guess you forgot to change that
-divisions cost 100 mpp, maybe they should be even cheaper since they are small units

i will spend many hours playing this

dhucul
08-31-2008, 05:38 PM
Yep, forgot to change that. I will ASAP. I may adjust the action points given that I have changed it to weeks for all except winter.

Have done some minor changes and adjustments and will start on the AI scripts this week.

Atomic Bombs are now decision events so you can say no if you don't want to use them.

Stay tuned!

Samichlaus
09-01-2008, 07:39 AM
Honch, I was playtesting your latest version yesterday and apart from the missing scripts I discovered that as the French I can easily invade and take Switzerland with no resistence (no units that defend) in a single turn (and by the way: the Swiss capital is Bern, not Zurich). Your expanded map looks interesting. I hope that you can add the scripts soon.
Sami

Alaric
09-01-2008, 06:00 PM
Yep, forgot to change that. I will ASAP. I may adjust the action points given that I have changed it to weeks for all except winter.

Have done some minor changes and adjustments and will start on the AI scripts this week.

Atomic Bombs are now decision events so you can say no if you don't want to use them.

Stay tuned!

greetings, good choice to make them optional,

i am middle of 41, all events work fine, just an small issue, italian corps cannot go amphibious in any space, germans can, i do not know if it is intended so, and the other issue is too minor, kiel to copenhagen rail is not working, but this small bug comes from the very begining of this map, i think is all about the land+sea hex that do not allow rail, balance is excellent, i make some changes but is a good signal that the mmp balance is working fine, and love the new industrial area icon, a good adding to the bmp files, good work,

with best regards,

alarick.

dhucul
09-01-2008, 06:03 PM
The Swiss OOB has been added.

Corps canot go amphibious except from ports. Divisions can go amphibious anywhere.

I will double check the rail link.

I have completed the Garrison AI script and will work on offensives next.

dhucul
09-02-2008, 12:49 AM
Its on cmmods.

I understand that Bern is the capital of Switzerland but in the scale of the game, Zurich is the only "city". The same thing with Vichy. Marseilles becomes the capital as Vichy is not represented at this scale.

I added a shore gun emplacement to Oran, added a couple of divisions to Spain, reduced the size of the Polish navy and some of its Eastern garrisons, and reduced the strength of the British African divisions.

The rail line from Kiel to Copenhagen seems to be OK.

Preusse
09-12-2008, 05:20 PM
If someone is interested in playing a game of this fine mod, you can contact me on skype tonight (or perhaps some other day)

Profile: philip.preusse

dhucul
09-13-2008, 04:54 PM
I am still working on the AI but some other updates so far:

1. Increased the starting OOB for most nations.
2. Changed the MPP production to 14 day normalization.
3. Slightly lowered the cost of fighters and non-sub naval units for the UK, subs and tanks for Germany, Divisions, Corps and Armies for USSR.
4. Made shore guns available to all nations except for Germany. They have rockets.
5. Lowered the starting activation of USSR to 0% Allied but increased activation triggers. Also changed all Axis victory scripts to include Moscow. No Axis victory is available without capturing Moscow.
6. Added a Romania to Germany convoy.
7. Lowered the Venezuela and Iraq convoy percentages.
8. Added a decision script for UK support of Greece.

THis will be on cmmods on MOnday.

dhucul
09-16-2008, 10:32 PM
It looks as though CMMODS is still down. I will post the most recent version as soon as it is available.

Newest changes:

1. Changed Rocket tech to Shore Guns for ALL nations. German V1 and V2 rocket attacks on London are now scripted supply events.
2. Added scripts for "Crete Effect" similar to "Malta Effect" but hitting Axis supply in Egypt and Rhodes.
3. Increased the movement cost of some terrain and weather slightly.
4. Added a US to USSR convoy through Persia.
5. Added a few more events such as arrival of commonwealth pilots in UK, South African unit to Kenya, Indian and Gideon Force units to Sudan.
6. Adjusted El Alemein and Mannerheim Lines.

That should be it for the PvP version. The AI should be another week.

Alaric
09-17-2008, 03:47 AM
greetings, well, all working fine and without gamebreakers for my game on your scenario, it is a previous version but works very well, i play until germany colapse, to middle 1943, i have done some changes to the scenario but was wanting just to say that works perfectly, the feature that i like most is the colonies around the map, aside is hard, but realistic to menace them with the axis

thanks for the good scenario,

with best regards,

alarick.

dhucul
09-19-2008, 05:40 PM
Latest version is up now on cmmods.

Some minor map adjustments.

This should be the last PvP version.

Next version will have the AI.

Hubert Cater
09-25-2008, 07:51 AM
Great stuff Honch :)

dhucul
09-29-2008, 11:09 PM
Just posted another PvP version with some added place names and some nice little graphics for towns as well as a couple of extra scripts for added flavour and modified atomic bomb events.

Yes, I am still working on the AI.

gravyface1
10-05-2008, 12:09 PM
I skipped a few pages of the thread and noticed we're now talking about human vs. human only. Is this campaign not ready for AI play?

dhucul
10-05-2008, 02:07 PM
Not yet. Sorry.

gravyface1
10-05-2008, 04:34 PM
Ok. No worries. Looking forward to it.

dhucul
10-07-2008, 06:40 PM
While still working on the AI I am posting a new PvP with some changes:

1. Added South Africa, Australia/New Zealand and India as UK off-map colonies. They have their own units that need to be upgraded, reinforced and transported to the European Theatre.
2. Added Soviet Far East as an off-map city. In late 1945 the Soviets will get units to transfer to Europe if necessary and the capital will go from Sverdlosk to the Far East making a USSR surrender impossible.
3. Spiced up the scripting for the politics and events surrounding the Iraqi coup and Persia's initial refusal to allow overland supply to USSR. They work really well.
4. Added an atomic bomb script to hit Berlin after bombs dropped on the Ruhr Valley.
5. Added some scripts so that Turkey and Yugoslavia have a negative response if the UK does not support Greece when attacked.
6. Changed Palestine to a separate nation, 100% occupied by UK. This allows Zionist and Arab rebels to attack supply.
7. Added alot more towns to the map to fill in the vast areas of empty space and add a little more life. These towns are graphics only. They do not provide any benefit to units in that tile.
8. Removed an oil resource from Basra and added one to Abadan in Persia.
9. Reduced the impact of oil shortages on Germany.

dhucul
10-14-2008, 08:52 PM
Since my MOD is all about variability and the ability to do what-ifs, I was thinking of changing the starting date to immediately prior Czech annexation by Germany. The starting OOBs, research levels and activation levels would all be similar to "Storm of Steel" except that the German player would have the following choices in 1939:

1. Proceed with USSR pact and then proceed with the war against Poland and the West or maybe or;
2. Try to get Poland and Czechoslovakia to join in an anti-Communist crusade along with Spain, Finland, Italy and Romania as Hitler initially hoped in 1938, or;
3. Sign a more extensive treaty with the USSR and start an anti-Western crusade to break up the British and French Empires between themselves. There is no doubt that Stalin would have initially agreed to this in 1939. In this case I would forsee a US entry much earlier.

Thoughts?

PS: The AI scripting is almost done! I have also added in alot of the 1940 and 1941 Sealion events to the MOD.

Cantona66
10-15-2008, 02:18 PM
Hello, it sound interesting, so there would be a couple of decision scripts?

Then maybe Albania should be a separate country also(before Italy invaded in april 1939).

Another idea could be to use some of the Third reichs VARIANT scripts, check them out.

Blashy
10-15-2008, 04:00 PM
I look forward to giving this a shot.

FYI, the best settings for what I consider realistic diplomacy for FWeiss scenarios was this one: (From my WaW mod)

All activation #1 script that affect one minor's join % because another minor was DoW by a Major have been doubled in the possibility of getting a hit and their movement %.
Ex: If Sweden is attacked by Axis in the standard scenario there is a 75% chance that Sweden will move towards Allies by 25-35%.
In my mod the chance of this occurring is 90% and the movement is 50-70%.
You will notice that doubling 75% would be 150%. I put a cap of 90% for possible trigger and 80-90% for possible movement.
Portugal going Allies after Spain is attacked: Default scenario: 100% trigger and 55-65%.
My mod 100% @ 80-90% movement

dhucul
10-23-2008, 04:27 PM
While I am still slowly banging away at the AI and mulling over changing the MOD to a Storm of Steel variant, I have made some changes and will upload a new version of the PvP tonight:

1. Added more towns and villages to East Africa including Galabat, Kassala, Kismayu etc.
2. Changed Egypt and the UK territories in East Africa to Anglo Egypt-Sudan and put a secondary capital as Khartoum if Cairo falls. Kenya, Aden and British Arabia remain UK territories. Added a Sudanese militia unit to Sudan.
3. Added a decision script for the Axis player to assist Iraq when they have their coup. If yes, then an Italian air unit will land at Mosul. If no, Iraqi entry to Axis will fall by 25%.
4. Made Kuwait a UK territory instead of Iraqi, added the port of Basra and changed the convoy route to come from the port of Basra. Upon Iraqi coup, a decision script will still ask the UK player if they want to land an Indian brigade in Basra. This will trigger war with Iraq.
5. Changed the "Persian and Iraqi early surrender scripts" to trigger only if there are no German or Italian units within range of their capitals when the British and/or USSR invade.
6. Added the UK airbase of Al Habbaniya outside of Bagdhad with a single UK Brigade there.
7. If Iraq goes Axis then the UK Hab Force will appear in Jordan.
8. Changed the "UK to Assist Greece" scripts so that a yes will land Wilson HQ, a division and an air squadron in Athens but reduces supply in Alexandria and reduces UK unit Strengths in Egypt slightly to represent transfer of equipment.
9. Increased the number of UK Home Guard units.
10. Added a German AA unit to Hamburg on initial OOB.
11. Added a Free French unit to arrive in Egypt if Alexandria is threatened.
12. Added Equatorial Africa to Libya loops for the UK and France so that Allies have an option of dispatching Free French troops through Africa to Libya as occurred in the war.

Cantona66
10-24-2008, 08:19 AM
Hello Honch, if you go for the storm of steel variant, here is a link that could be useful.
http://althistory.wikia.com/wiki/Image:Military_Strength_1938.PNG

Cantona66
11-03-2008, 12:01 PM
Honch, i am waiting anxiously for the next update (with AI), will it come soon?

dhucul
11-08-2008, 05:36 PM
I haven't had alot of time to continue with the AI yet and its ALOT more work than originally thought. For that reason I have stopped work on the Axis AI and will endeavour to get the Allied AI done first. Soon.

Anyway, tonight I am uploading the latest PvP version including a new decision script for the UK to mine Norwegian waters if they choose. The consequence of a YES is that Norway will move significantly to the Axis but the Narvik to Germany convoy will be crippled.

Also, I have added off map convoy tiles to better simulate the US to USSR via Persia and Rumania to Germany convoys.

Lastly, Germany now has a decision script to use poison gas or not if the Allies use the atomic bomb. If they do the Allies will take damage to their cities, ports and units but some of the other Axis nations that may still be at war, notably Italy and Rumania may surrender to get out of the war.

Hubert Cater
11-14-2008, 02:23 PM
Good to hear David and as I just posted in the other thread don't hesitate to use the new Battlefront Repository for these files as well.

Here is the link:
http://www.battlefront.com/index.php?option=com_remository&Itemid=314

dhucul
12-10-2008, 02:03 AM
Unfortunately, I have had NO time to continue work on the AI. Between my full time job as a financial planner dealing with the economic problems out there for my clients and beta testing PTO I really jumped ahead of myself in expecting a quick conversion of the AI from my previous MOD. Not to mention 2 little girls in karate, girl guides and dancing. I hope to make time soon and promise that I will keep plugging at it. My hat definately comes off to Hubert and Bill for being able to sit and hammer out these scripts without going crazy. The garrison scripts are done but I thought I was going to give up after several hours.

I am very pleased with the PvP version though and have added some more tweaks. The bottom edge of the map is now similar to an old SPI board game. It includes off map sections for South Africa, Madagascar, Tanganyika, Australia, New Zealand and India as well as some other items to put as much historical realism into the game as possible.

Unfortunately again there is no option to convert the MOD to PTO as I would have liked to take advantage of the new carrier model, air operation restrictions, supply versus industrial centres etc. It will have to wait for a new game engine. Stay tuned though! ;)

The new version will be on cmmods and the Battlefront site by Friday.

Thanks for being patient.

Cantona66
12-16-2008, 05:48 AM
Hello, i can not find any updated version on CMMODS yet, i guess itīs not there right?

dhucul
12-16-2008, 10:03 PM
Making some last minute adjustments this week. Keep checking.

Retributar
12-22-2008, 12:10 AM
Sometime's we don't say much!,...but we watch never-the-less!. Keep it coming!.

dhucul
12-22-2008, 09:21 PM
Still working on it.

dhucul
01-12-2009, 08:44 PM
Unfortunatley I have had to make a decision to postpone any more work on the AI for my MOD. Two reasons:

1. It is way more time consuming that I intially planned. I have all of the event script embedded AI scripts completed and do have a couple of the AI scripts files doen for the Axis but I am too busy to give any more time to this.
2. The AI takes up to 15 minutes to complete its turn with the rudimentary AI scripts that I have included. I beleive that this is due to the fact that my map is so large and there are so many more resources and units.

I have made some good progress on making the PvP MOD even more balanced and detailed.

I have done the following:

1. Changed anti-tank units to "garrison". These are infantry units very limited in attack and movement. They can be upgraded with motorization and anti-tank weapons but are only useful for protecting resources from partisans etc.
2. I have removed anti-air as a separate unit. Even at my corps level scale they are not realistic.
3. I have radically changed the French Surrender scripts. If Germany says yes to Vichy then Syria, West and North Africa go neutral and Free France is born in Libreville. If they say no, then North Africa goes allied under Admiral Darlan. The French fleet goes to the UK. Free France under De Gaulle is born in Libreville but also includes Syria and West Africa. If the Axis conquer North Africa, Franco will come to the Axis asking for Morocco and Oran. If Germany says yes, these territories go to Spain and Spain joins the Axis. If they say no then North Afirca simply surrenders to the Axis.
4. The UK colonies of Australia/New Zealand, India and British Africa are fully respresented by off map tiles at the bottom of the map.
5. Italian East Africa is a separate nation under Italy that activates upon war with the allies.
6. I have added the Arab Nationalist army to appear in Palestine if the Axis liberate it from the UK.

I should have it on cmmods soon.

Cantona66
01-13-2009, 02:41 AM
Honch, iīm sorry to near that - i have really been looking forward to your mod since your earlier work has given me lots of pleasure playing them but i understand why you stop. One way to get down the number of resources could be to change all small towns to one graphic that really is a forest or whatever that has been changed to look like a town but not give any MPPs or counts as resource. Will you uploaded mod include the AI/event scripts that you have made?

I have actually on my own been trying to expand your map on your first PDE Honch MOD (with smaller map), i have added more of USSR and Afghanistan, India and Nepal, is it ok for you if a post it at CMMODS when iīm done?

dhucul
01-13-2009, 07:00 PM
No problem at all.

dhucul
01-16-2009, 09:58 PM
Newest version on cmmods now.

dhucul
01-26-2009, 08:04 PM
A few more improvements:

1. Fixed the minor HQ flags.
2. Fixed the Cape Horn route so that ships can now go all of the way around. (They had been blocked by the South African port)
3. Adjusted garrison unit costs to 75 for every nation.
4. Adjusted the Gdynia and Hel Peninsula tile to include a fortification.
5. Added German Landwehr (garrison) units to the German-Belgian border.
6. Adjusted the entry values of Portugal and Turkey to 0% Neutral.
7. Added a partial strength Norwegian cruiser to Narvik.
8. Added Narvik to the list of Norwegian capitals.
9. Added a few US National Guard units to Boston, Miami and Philadelphia.
10. Removed MacArthur from the US production queue in 1946.
11. Added country, region and water area names to the map.
12. Added the German Hitler Youth, Reserve Army and Volkstrum (Home Guard) to activate upon certain conditions.
13. Adjusted downwards the convoy levels from British Africa, Australia and India to the UK.
14. Added a script to hit Finnish resources due to Allied blockades if they enter Leningrad or Murmansk.
15. Removed Italian HQ Prince Umberto from map and added him to activate as Viceroy of Ethiopia upon war.
16. Changed the UK Habbaniyah division to an entrenched air unit
17. Added script to activate UK Wellington bomber unit at Shaiba upon war with Iraq.
18. Reduced the strength of the Iraqi division in Baghdad.
19. Removed the Turkish armour unit from the map.
20. Added an Italian division to activate at Kismayu upon war.

dhucul
02-12-2009, 07:24 PM
The final version of my PvP Honch Expanded Fall Weiss for PDE is in the Battlefront repository. It has alot of changes including map adjustements, new starting OOB adjustments and balance changes.

The next version will be released with the next SC2 project.

At that time I will also undertake to MOD the AI as well.

Cantona66
02-13-2009, 02:18 PM
The next SC2 project, and WHEN DOES THAT COMES?

Sound very interesting!!!!

Canīt wait