[Scenario] North America/Europe 1940

The building lists are mostly in the Defines file, but there are some manually added in the Europe_1937 map itself

Well, trying to load the 1937 map breaks my worldbuilder _every time_, so i guess that is out.

I would humbly submit a few things that should be added to balance the additions you've made:

Since unit-specific factories are now so expensive, normal factories should also be expensive. a more significant breakdown would be:
Factory: 7 gold upkeep, Land_factory/shipyard: 8 gpt, aircraft factorires 4gpt each.

Also, i think the military academy should provide more EXP but also cost a lot more, like 25 gpt but give +50 EXP, and the military base should be cheaper GPT.

Unit spawn adjustments:

1. The africa korps spawn of units should have 2 stuka and a bf109 in Tripoli
2. The "happy time" german Uboat spawn should be dramatically bigger for AI (like 2 or 3 other pockets of 3-5 uboats) and this should occur every 10 or 15 turns until 1943.
3. The unit-spawns of Russia are a little too focused on the northern part of the country. Finland fell quickly in the last 2 games because of a surge of soviet armor, while germany(once as myself, once as i watched from UK) blitzed to Smolensk and Kiev without much opposition.

A broader concern i have is that Germany doesn't expand as aggressively as it could (it did in one game, but i added a lot of population and a few manufactures to make my UK game more difficult), and this is mainly due to inadequate units left and home. Some kind.

Also, all AI navy's are insufficiently klumped together, and as easily picked apart. They need to retreat them when they get below half health, every time. IDK how to modify the R.E.D. behavior, but its a bad lingering problem with the .dll or whatever for a while now that i've noticed.


e:

on a practical note, there isn't a USA 'supply/advance' route, so they don't actually do anything even when they enter the war. I struggled through several hours of blank-turning to get to late 1942 as Germany, waiting to see signs of movement from america but they wouldn't attack anywhere.
 
Since unit-specific factories are now so expensive, normal factories should also be expensive. a more significant breakdown would be:
Factory: 7 gold upkeep, Land_factory/shipyard: 8 gpt, aircraft factorires 4gpt each.

Currently Land Factories/Shipyards cost 14 GPT, and Aircraft Factories cost 7 each. Normal Factories by themselves don't give a huge advantage that the specialist factories do, only allowing you to build Basic Infantry Divisions, Light Tanks & Artillery Guns, so I feel default Factories GPT are fine.

The huge increase in GPT for the specialist factories was mostly meant to prevent human players from having a huge GPT, preventing them from just constantly purchasing new units with gold. This is the reason for the -175 GPT Penalty as well.

Unit spawn adjustments:

1. The africa korps spawn of units should have 2 stuka and a bf109 in Tripoli
2. The "happy time" german Uboat spawn should be dramatically bigger for AI (like 2 or 3 other pockets of 3-5 uboats) and this should occur every 10 or 15 turns until 1943.
3. The unit-spawns of Russia are a little too focused on the northern part of the country. Finland fell quickly in the last 2 games because of a surge of soviet armor, while germany(once as myself, once as i watched from UK) blitzed to Smolensk and Kiev without much opposition.

1. Agreed, I'll be adding Sturzkampfgeschwader 3 & Jagdgeschwader 27 to the Afrika Korps (Both fought in North Africa). Probably might give the Italians 1 or 2 Stuka squadrons, since they were used by the Regia Aeronautica.

2. Will add a larger starting U-Boat force for the AI.

3. Noticed that too, I've already messed around with the unit spawns for the USSR, the opening unit spawns are focused around Estonia, Ukraine & Belarus for the early stage of OP Barbarossa, mid-Barbarossa they'll be centered around Smolensk & Moscow. Also increased the number of Infantry Divisions the Finnish have.

Though to be fair the Germans reached Smolensk fairly quickly IRL.

A broader concern i have is that Germany doesn't expand as aggressively as it could (it did in one game, but i added a lot of population and a few manufactures to make my UK game more difficult), and this is mainly due to inadequate units left and home. Some kind.

Will be adding more AI units for AI Germany, spent way too much time playing as Germany to focus on it's AI Army.

Also, all AI navy's are insufficiently klumped together, and as easily picked apart. They need to retreat them when they get below half health, every time. IDK how to modify the R.E.D. behavior, but its a bad lingering problem with the .dll or whatever for a while now that i've noticed.

Just your Civ V AI Navy at work, not too much I can do here. Only Naval units with modified AI are Cruiser & Destroyers, which just go all out on hunting Subs.

on a practical note, there isn't a USA 'supply/advance' route, so they don't actually do anything even when they enter the war. I struggled through several hours of blank-turning to get to late 1942 as Germany, waiting to see signs of movement from america but they wouldn't attack anywhere.

America hasn't really been worked on yet, been focusing more on North Africa & Eastern Front. Only changes to America were to stop it from over-spamming units in North America before 1942. Planning to add a Operation Torch, as well as troop movements for USA in the future.
 
America hasn't really been worked on yet, been focusing more on North Africa & Eastern Front. Only changes to America were to stop it from over-spamming units in North America before 1942. Planning to add a Operation Torch, as well as troop movements for USA in the future.


Troop movements to Africa and England would be terrific. Also prioritizing it as "Take Africa, then invade Italy, THEN attack France" would be helpful so that it doesn't try to do too much all at once.

But ya, an operation Torch, and then maybe a subsequent mission once Oran and Casablanca have been liberated.

Reinforcement routes seem to be the major sticking point. Without them, USA doesn't move anything. I really am at a loss for how to write the script. I've been spending a little bit of time looking at it and puzzling over how to mimic it with existing ones, but i am really out of my depth.
 
furthermore, american planes are unable to land on air craft carriers. i don't know if its something in the script, but they cannot do it, and i don't know why. meant to mention this much earlier, but it seems to be an issue.
 
furthermore, american planes are unable to land on air craft carriers. i don't know if its something in the script, but they cannot do it, and i don't know why. meant to mention this much earlier, but it seems to be an issue.

Yea, its because the naval planes for US are not activated yet. Incidently, I did some LUA and activated the F4F, F4U and F6F. It worked well but when I add the F2A or the mobile flak for US the result was that I was able to build everything form every country....
 
deathgod: I tried a few months ago to import all of the "Unit Spawns" for Afrika Korps, Barbarossa, Smolensk Offensive, and the russian counteroffenses, and it totally broke the 1939-1945 regular Europe map.

What, in addition to the actual stuff in the Defines as it appears in the 1940NA map of yours, is needed to make it work? Where else would this type of function need to be enabled or cross referenced?

If what im asking is at all ambiguous, please say so and i'll elaborate
 
Easiest way to do it would just be to copy the Reinforcement_OOB from either the NA Map or the Stalingrad map and just change them accordingly.
 
so to add the battle of britian fighters for britian in 1940, all i'd add is:
""
g_Reinforcement_OOB = {

[19400710] = {
{Name = "Battle of Britain, Foreign Pilots", X = 67, Y = 52, Domain = "Air", CivID = ENGLAND,
Group = { UK_SPITFIRE , UK_SPITFIRE , UK_HURRICANE_II, UK_HURRICANE_II},
UnitsName = {"No. 306 Dywizjon Mysliwski 'Torunski', RAF Fighter Command", "No. 307 Dywizjon Mysliwski Nocny 'Lwowskich Puchaczy', RAF Fighter Command", "No. 310 Czech Squadron, RAF Fighter Command", "No. 316 Dywizjon Mysliwski 'Warszawski', RAF Fighter Command"},
UnitsXP = { 20, 20, 20, 20},
},
}

""

Is this really all thats required? Could the 'UnitsName = even be removed?

I just wanted to add a ton of unit spawns for the big moving pieces, crusader, compas, sonnenblum, barbarossa and uranus, and their countermeasures.

I went through great lengths to edit the tile placements and to make sure the brackets were all in agreement.


I guess what i'll do is take it int he other direction and start with simple additions that are early in the game just to test them to see if i can even get the basic function to work. At the moment, i cannot even do that, but as i've mentioned, im not sure i'm cross referencing the function properly since it seems to be set aside from the actual timetable for diplomatic actions.
 
Yup that's pretty much what's needed, UnitsNames isn't required, I just use it in more immersion. UnitsXp isn't required either.

You could try starting with a simple Unit Reinforcement spawn to see if it works, just make sure the file isn't broken in ModBuddy and it should work.
 
i mean the rest of the file works - diplo, buildings, unit places for starting_oob or whatever. i jsut cant get spawns in turns, and i dont understand why.
 
Sorry for asking kind of a stupid question, but, can you describe how the installation goes, things like where to put the files and with what version to merge it with, for me, I put it inside the v.39 beta in the MODS folder and it doesn't show up when choosing a custom game.

Edit: nvm that after closely reading the first post I realized that the map replaced the regular 1936 map.
 
Hello
I downloaded the map a few weeks ago but didn't have much time to play it till this week. It is just amazing! The level of detail that you have gone to is incredible. I am enjoying the scenario greatly. A few things that i have noticed. Sweden is a real , when as Germany you annex Norway, Sweden steals the land that you need i.e. the railway northwards. This meant my Mountain Infantry were late to start Arctic Fox but they got there in the end.

Taking notice of Barbarossa the German forces in the southern Ukraine are too weak. Giving the Germans the Pz 38 (t)s' of Romania would likely mitigate this. My divisions in the south were nearly forced to retreat into Romania if I didn't pull in half of Army Group Centre to help. Finland held up pretty well in the face of the Russian KV-1's.

Just a few thoughts, what about introducing a Katyusha rocket unit for the Russians. Because they were effective en mass, give it a buff of say 15-20% with other Katyusha units nearby. A 50% buff vs Infantry and fortified units. Give it 3 movement points. Moving after attacking might be a little overpowered but its possible. Make it cheap but highly vulnerable to air and armor. The graphic model could be a BM-13 mounted upon a ZIS-6 truck.

Is the a possibility of having Prague have a special land factory, representing the Skoda works and partly the industry in lower Silesia. It could have higher production than a normal factory, and maybe the ability to manufacture the Panzer 35 (t) and Panzer 38 (t). It could get a buff to manufacturing the Marder III, Hetzer and Grille SPG's based on the experience received from building their chassis for such a long time.

Just my ideas not sure how possible to it is to implement but overall I love this map and look forward to further updates! :)

Cheers
Bradley
 
I'm glad your enjoying the scenario! :) A new version is coming out soon, with the Swedish landgrab being fixed and a bunch of balance changes to the map.

Taking notice of Barbarossa the German forces in the southern Ukraine are too weak. Giving the Germans the Pz 38 (t)s' of Romania would likely mitigate this. My divisions in the south were nearly forced to retreat into Romania if I didn't pull in half of Army Group Centre to help. Finland held up pretty well in the face of the Russian KV-1's.

Currently working on balancing out the North African 1940-1941 theater before I move on to the Balkans, then I'll focus again on Barbarossa & Operation Torch.

Just a few thoughts, what about introducing a Katyusha rocket unit for the Russians. Because they were effective en mass, give it a buff of say 15-20% with other Katyusha units nearby. A 50% buff vs Infantry and fortified units. Give it 3 movement points. Moving after attacking might be a little overpowered but its possible. Make it cheap but highly vulnerable to air and armor. The graphic model could be a BM-13 mounted upon a ZIS-6 truck.
There's already a Katyusha model in the mod, but it doesn't have a attack animation yet apparently.
 
So when I downloaded the file it saved as Adobe Reader document. Any way I can fix that or prevent it from happening in the future?
 
Hello,

First I'd like to thank you for the amazing work you've put in this map so far!
After having played the first 10 turns as Germany (with the detailed units names add-on) I noticed some weird bugs:

- Some of the unit figures don't make any sense at all. For instance, German stug regiments are displayed as hurricane squadrons, tankdestroyers are convoys, waffen-ss divisions are either hurricanes or invisible and the RAF seem to have enlisted flying men which I'd like to call 'superman squadrons' (which, admittedly was pretty funny at first). I know that the map is still in beta and that youre working really hard to keep improving it. I'm just pointing this out in case you haven't noticed. The massive amount of detail you've managed to put into it so far is incredible and really adds to the immersion. Unfortunately, these weird bugs just mess that up entirely (one of the reasons why I stopped playing after turn 10)

- Italian convoys seem to be stacking in Rome

Also, why are all the waffen-ss divisions infantry units? The Leibstandarte and the Das Reich for instance were SS-Panzer divisions if I remember correctly. Would you consider adding SS-Panzer divisions as a seperate SS unit?

Lastly, do you know or can you indicate when the next update will come out?

I'm new to the forum, so I'm not entirely sure if these points have been pointed out before
 
Hello,
- Some of the unit figures don't make any sense at all. For instance, German stug regiments are displayed as hurricane squadrons, tankdestroyers are convoys, waffen-ss divisions are either hurricanes or invisible and the RAF seem to have enlisted flying men which I'd like to call 'superman squadrons' (which, admittedly was pretty funny at first). I know that the map is still in beta and that youre working really hard to keep improving it. I'm just pointing this out in case you haven't noticed. The massive amount of detail you've managed to put into it so far is incredible and really adds to the immersion. Unfortunately, these weird bugs just mess that up entirely (one of the reasons why I stopped playing after turn 10)

Never seen this bug before, might want to try reinstalling the mod, and make sure you are using V5 of the R.E.D WWII Data Files.

Also, do not use the detailed unit addon with this, as it is already included with the mod's file.

- Italian convoys seem to be stacking in Rome

Noted this problem already, will be fixed in upcoming versions.

Also, why are all the waffen-ss divisions infantry units? The Leibstandarte and the Das Reich for instance were SS-Panzer divisions if I remember correctly. Would you consider adding SS-Panzer divisions as a seperate SS unit?

The SS-Panzer Divisions were a small minority of the Waffen SS's units, majority of the SS's divisions were Infantry divisions, even the LSSAH and Das Reich were originally infantry and motorized divisions until their reformations later in the war.

Lastly, do you know or can you indicate when the next update will come out?

Work on the scenario has been much slower than I had hoped, mostly due to the fact I accidentally deleted my version of the mod awhile back.

But I will be posting an update on progress soon, most of the changes are balance changes and new units, mostly units already included in the latest dev version of RED WWII and some new units such as the British Gurkha regiments.
 
I have v4 of the Data Files installed, where can I find v5? Downloaded v4 from Steam but can't find v5.

I didn't know most waffen-ss units were infantry divisions originally, thanks for clearing that up!
 
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