WW2-Global Equuleus's Fall Gelb Mod

They are effectively absent, so their removal may be possible. It does open up some slots for some other possibilities, as directly referred to above.
 
I am having a little technical difficulty. i love this mod but i have run into this amb file thing. see attached. i have re downloaded the unit folder and its not there
 
I am having a little technical difficulty. i love this mod but i have run into this amb file thing. see attached. i have re downloaded the unit folder and its not there

I had issues with the units at first too. The folder called Units2 contains that one. I don't know if you need each individual unit's folder in the units folder under art... or if Units2 can contain all of them and the game will find them.

What i did, just do both options. Try that, if it doesn't work, pm me and I guarantee I'll make it work for you ^^
 
I have been working on the stats for all the ships.
I can use some feedback with this.
Here are some early stats I came up with for some of the battleships.

QE Class
Attack 38
Defense 35
Movement 6
HP +7
AAA 0

Revenge Class
Attack 41
Defense 37
Movement 6
HP +6
AAA 1

Nelson Class
Attack 47
Defense 43
Movement 6
HP +8
AAA 1

KGV Class
Attack 57
Defense 52
Movement 7
HP +9
AAA 1

Bismark Class
Attack 64
Defense 59
Movement 7
HP +10
AAA 1

H Class
Attack 74
Defense 67
Movement 7
HP +20
AAA 1

Equuleus,

The updated stats look good with a couple of exceptions.

QE vs R-Class BB's:
My understanding has always been that the QE had a heavier/more effective broadside even though both were using the 15"/42 calibre main batteries. In addition, the R-class was supposed to be a lighter, easier to build ship with, I thought, lighter deck/turret/main belt armour. I'll have to do a quick spot check.

KGV vs R-class/QE BB's:
I'm not sure the attack value should be that much higher, are you trying to account for the improved fire control? The throw weight in overall pounds was heavier, but the power/effectiveness per shell is better with the 15" rounds, no?

Cheers mate,
Xatokuom
 
His numbers there are from some time ago, and no doubt will be subject to change, as could be seen from the surrounding discussion, particularly 122-127. Assorted factors such as FC and the relative merits of the 15/42 and the 14s will probably play a role in wholesale recalculation.
 
I will be back to work on this in a few weeks.
 
A minor update would be to fix the 'noun' and 'adjectives' of the civilizations. Also, since Poland and Thailand have been done away with (since this begins with the Fall Gelb plan) you could include Ireland (just add the city Cork) as is done in the WW2 Global scenario for Warlords. This does make things a little more interesting (as a possible Axis ally or just a lighter defended base for the axis or a neutral). Anyway, glad someone is still trying to make something better than decent for Civ 3
 
Ireland is arguably too small and not strategically significant enough to merit inclusion; the interesting parts it could play are beyond the scope of the game engine. Free France looks possible; there aren't really that many spaces that merit inclusion in the other spot.
 
True, I just liked it in the Civ 4 scenario

I edited this mod and just added the city of Cork, and Ireland actually played a key part in my experience as Germany. I would take europe and bomb Britain. Ireland would take the remains
 
Equuleus: I can't see those stats for the H-class; +20 HP??!! :eek: Isn't that a bit much? That unit would throw game balance right out the window....
 
Sorry to bother you guys with this again, but like i posted before i have a missing file problem, i re-downloaded the file that it should be in, but its not there. if anyone has had this problem, please post. thanks
 
Equuleus: I can't see those stats for the H-class; +20 HP??!! :eek: Isn't that a bit much? That unit would throw game balance right out the window....

That has already been noted and corrected quite a while ago; the chap was working under the impression that H-44 was something more than a napkinwaffe, as compared to the still unlikely but somewhat more realistic H-39s.
 
Hey Equuleus, I don't know if you plan on working on this again, but if you do, I think there is some problem with the war triggers. I am playing as Japan and it's week 28, 1941, but Germany has not triggered a war with Greece or the Soviets. They did take out Yugoslavia though. Not sure what the problem is. One thought: the AI setting of the SS unit that acts as the war trigger is set to "random" rather than "offense". Is that the problem?
 
This is still definitely being discussed and worked on by the boy and oneself; a fair bit of tweaking, unit reordering and effectively the beginning of fashioning a whole new thing.

Orbat is being refined to a very close historical basis, along with naming and accurate unit placement.
Units stats are due for an overhaul, as the earlier discussion on the battlewagons indicates.
Sea lanes and oceanic terrain are candidates for manipulation.
Certainly a lot of the generic units and notions are fast disappearing.
Buildings and small wonders are being assigned roles, and there may be some fiddling with strategic bombing.
There will be use of a wide variety of autoproducers; there is the distinct possibility that a player will not have incongrous visions of dozens or hundreds of fairly unique units. This may extend towards divisional cost.

Units, tech, buildings, terrain, text, pedia, leaderheads are candidates for a look in the long term; other particular tricks will have to wait until certain things come to pass.

The issue with the triggers is an interesting one that I haven't seen come up before...there looks to be a few more in later versions.

How has the Allied resistance and response been?
What else have the Jerries and Italians been up to?
 
How has the Allied resistance and response been?
What else have the Jerries and Italians been up to?

Japan - Demigod
Week 28, 1941

I've just completed the conquest of nationalist China (communist China was conquered many weeks ago). I focused on them because their cities can be made very productive in fairly short order. Fighting the Brits in SE Asia has been a bit hairy at times, but I've been able to feed in enough tanks and bombers to keep the stacks of Matildas and Indian Infantry down to a reasonable size. After losing the city in northern Thailand early on, I've been able to rebound and retake it plus Rangoon and Mandalay. I'm now massing for a push into India from the north (toward Katmandu) and the east.

The US Pacific fleet has been annihilated. Occasional transports (with or without escort) are occasionally sent to recapture Midway or Hawaii but they are quickly destroyed by Otsus and carriers. US has taken Corsica, Sardinia, and Rhodes (!) in the Med.

The British also send occasional naval forces and transports from Australia or through the Suez, but so far nothing that my carriers can't handle. I am a little worried though by the 31 (!) KGV's that I know I'll likely face somewhere down the line (I assume that capital ships are included in the units you guys are planning to shift to auto-production).

Italy still holds East Africa but has lost all of North Africa to the British. The German city is still holding out though. Germany and Italy quickly divided Yugoslavia amongst themselves, and somehow Italy took Gibraltar (!) and Nicosia fairly early in the game. Germany hasn't done anything since conquering all of the France proper (except for losing Corsica to the Americans -- I'm curious how the Wehrmacht got there in the first place).

Spain just declared war on Britain for the 2nd time but hasn't lost any territory yet that I've noticed.

All the Dutch holdings in the Pacific are now mine, as well as Port Moresby. I currently have a small invasion force (4 transports) on the way to start the invasion of Australia (they are about 4 weeks out), and I have been massing infantry in Port Moresby that I can bring in by air and sea shortly after the invasion begins. It might not be enough though, as I've been siphoning off a lot of my production to build up forces in Manchuria to fight the Soviets. Now that I've realized the war trigger isn't working in my game, I'll have to attack the Soviets asap. :cool:

Observation:

There is no reason to ever build the Oscar (Ki-43) considering that the Zero can be built from the beginning with the same resource requirements, same cost, and better stats.
 
Interesting.

It would be good to stiffen the Chinese in numerical capabilities, so as to keep Japan busy longer.

The route across the Himalayas needs to be cut, given the unlikely prospects of a major WW2 assault into Nepal; this will be aimed at drawing action into Burma.

USN is something that is being looked at; there are ways of compensating for the ineffective manner of AI combat.

RN not making a major deployment out east while still engaged in Europe is good.

31 KGVs is something that you rightly suspect of being on the chopping block; limiting certain levels of unit production adds a tone of realism, uniqueness and scarcity to the game. This to me is not necessarily at all not enjoyable.

North Africa sounds straightforward. There will be an expanded role of the German Med and North African cities, including particular autoproducers and Afrika Korps wonders. With some terrain fiddling and an Italian trigger, it can take a bit more time.

Nicosia is one thing, and a good sign of Italian play; they often go out that way.

Gibraltar may need its defence upgraded.

The triggers will definitely need work; it is one of the pleasing parts of the scen that they do work somewhat so far.

Invading Australia will need to be made tough for Japan, given their extremely limited amphibious capabilities; they were stretched to the absolute maximum for their initial attacks, which only came out to roughly 4 divisional equivalents.

The Zero-Oscar issue can be fixed with a simple false upgrade, as well as appropriate statistical makeovers.

Coastal artillery is something that may come up, in addition to fortresses, fortress brigades, regular immobile arty and some appropriate upgraded version of a 'garrison' unit. (Certainly, the original special fortresses, garrisons and what not are in line for appropriate combination).

Is the AI, particularly the Allies, using submarine warfare at all?
 
Is the AI, particularly the Allies, using submarine warfare at all?

The US has tried in the Pacific, but I usually find them with my Otsus quickly enough and then direct a carrier battle group to finish them off. I've been trying to keep an Otsu parked off Panama to see what the US sends through the canal. So far I've seen several stacks of subs and a few newly-constructed C2 battleships escorting transports (with the occasional destroyer mixed in).

It's now week 31.

The US is down to 7 (!) subs. I think they started out with around 100, but I don't think I've destroyed that many (maybe around 70), so one of my allies must be picking up the slack. US has 7 battleships (one of which is redlined and will be sunk on my next turn), 2 carriers, 2 heavy cruisers, and about 10 destroyers.

I don't recall the RN sending more than 5-10 subs from other theatres to the Pacific so far; they only have 8 left. But they have 36 (!) KGV's now, 2 battlecruisers, 4 battlehsips, 4 heavy cruisers, about 12 light cruisers of various types, and 15 or so destroyers (6 of which are 1941 DD's).

I don't think France has sent any subs yet (they have 31 left) though I'm guessing most are en route towards me, fiddling around off the coast of west Africa, if my previous games are any indication. France still has 2 battleships, 3 light cruisers, and 14 destroyers.

I did encounter and destroy some Brazilians near Singapore 6-8 months ago ... a few destroyers, a cruiser or two, and then a few months later, a sub. Brazil still has 2 battleships, 5 destroyers, and a cruiser left.

Germans have 13 subs left (9 of one type, 4 of the other), along with 5 BismarckC's and 3 of some ship I cannot identify. The Italian navy is completely wiped out with the exception of 1 destroyer.

I haven't invaded the Soviets yet ... I'm going to wait until my ROP agreement expires (in the meantime I'm trying to send a few tanks over land to Germany in hopes of having a front-row seat for Barbarossa).

The biggest problem for the Chinese is the lack of offensive punch for their infantry. They run around doing nothing (I suspect the AI is trying to pillage, even though pillage is (rightfully so) turned off). On 2 separate occasions though they did attack my cities, only to lose 20+ units to a few Japanese defenders.
 
Addendum: Week 32, 1941

The advance guard of the Belgian Army has arrived at the border of Japanese-occupied Tibet :lol:

It looks like my observers (tanks) won't be able to bypass the Soviet defensive lines and complete their trip to Germany, so I've set up a few subs to bait the Soviets into breaking our right of passage agreement and declaring war on me.
 
The unbalanced fleets do indicate a need for multiple destroyer yards, as well as guaranteed sub, carrier and cruiser construction.

The Chinese Infantry Divisions are rather weak, even taking into account their historical deficiencies.

ROPs are somewhat inconvenient and may need to be limited.
 
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