Re: Free France Campaign
Posted: Fri May 28, 2021 7:44 pm
Free France 1940-1945 v0.52 has been uploaded.
Free France 1940-1945 (eighteen scenarios)
This version includes these changes to the Liberation of Paris scenario:
• Added 2 units of Zundapp Motorcycles (German faction, not SS, and labeled "Geheime Feldpolizei") to the Paris military police. This should increase the partisan casualty rate (which is one reason why I left the turns and quota alone).
• Tweaked German resource income up by 2 per turn.
• Changed condition for activating Western and Eastern Defense groups from one destroyed enemy bunker to one Allied land unit entering Paris (within 8 hexes of primary VP flag).
• Instead of Defend Hex, the order for these Defense groups is Move to Hex (99 aggression, to primary VP flag) and go to Seek & Destroy when they get there.
• ALL German army AI teams will go to Seek & Destroy once the first key site is liberated. This should increase the intensity of the struggle. Any remaining outlying garrisons should make their way into the city, making it important that the necessary preparations have been made by the Allies.
• When the first key site is liberated (and the enemy bunker is replaced with a friendly bunker of the same key site name), a popup message announces a new objective of "Don't let the enemy destroy any key sites."
• To simulate the Allies now defending these key sites (I was thinking of them as neutralized before this change), the spawned Allied bunkers will come with experience.
Here is the new objective (both green-checked objectives are disabled at the start of the scenario and are enabled by circumstances):
When the player liberates the first key site (any of the 14 buildings and monuments controlled by the Germans at the start), he gets this message and the objective is enabled:
Free France 1940-1945 (eighteen scenarios)
This version includes these changes to the Liberation of Paris scenario:
• Added 2 units of Zundapp Motorcycles (German faction, not SS, and labeled "Geheime Feldpolizei") to the Paris military police. This should increase the partisan casualty rate (which is one reason why I left the turns and quota alone).
• Tweaked German resource income up by 2 per turn.
• Changed condition for activating Western and Eastern Defense groups from one destroyed enemy bunker to one Allied land unit entering Paris (within 8 hexes of primary VP flag).
• Instead of Defend Hex, the order for these Defense groups is Move to Hex (99 aggression, to primary VP flag) and go to Seek & Destroy when they get there.
• ALL German army AI teams will go to Seek & Destroy once the first key site is liberated. This should increase the intensity of the struggle. Any remaining outlying garrisons should make their way into the city, making it important that the necessary preparations have been made by the Allies.
• When the first key site is liberated (and the enemy bunker is replaced with a friendly bunker of the same key site name), a popup message announces a new objective of "Don't let the enemy destroy any key sites."
• To simulate the Allies now defending these key sites (I was thinking of them as neutralized before this change), the spawned Allied bunkers will come with experience.
Here is the new objective (both green-checked objectives are disabled at the start of the scenario and are enabled by circumstances):
When the player liberates the first key site (any of the 14 buildings and monuments controlled by the Germans at the start), he gets this message and the objective is enabled: