BJRmodVer1.05 Submitted to Slitherine

PSP/DS/PC/MAC : WWII turn based grand strategy game

Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core

richardsd
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Post by richardsd »

hmm, so from memory there are three folders to copy over, is there any obvious 'idiot' thing I might be doing? something hidden in the instructions?
rkr1958
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Post by rkr1958 »

richardsd wrote:hmm, so from memory there are three folders to copy over, is there any obvious 'idiot' thing I might be doing? something hidden in the instructions?
I browse to the mod folder "BJRmodVer1.05-Full"; select subfolders "data", "game" and "image"; right-click and copy.

The I browse to "C:\Program Files\Slitherine\Commander - Europe At War"; right-click; paste and answer "yes" to copying over folders and files with the same name.

Image

Image
richardsd
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Post by richardsd »

I will give that a try (its the same thing that I am doing tho, just in one rather than three steps).

So, if it works the most obvious first difference would be Cherbourg having moved?
rkr1958
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Post by rkr1958 »

richardsd wrote:So, if it works the most obvious first difference would be Cherbourg having moved?
That is correct. Also, you should see the borders for Vichy France.
jjdenver
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Post by jjdenver »

Hey guys - how long until 1.06 is available?
rkr1958
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Post by rkr1958 »

jjdenver wrote:Hey guys - how long until 1.06 is available?
I think we may skip directly to version 2.00 because of all the major changes that we're introducing. These include Paul's map changes viewtopic.php?p=96108#96108 and the whole host of class file modifications being made by Borger and Timothy.

When Borger catches his breath from all the changes he's made in the past week I'm sure he'll elaborate on what he's done.

Just for teasers, he's added weather in Europe (see viewtopic.php?p=96517#96517), fixed it such that the free leaders automatically appears in their respective force pools the turn after or on activation and modified partisans. Partisans now pop up only as garrisons and from strengths ranging from 1 to 10-steps. They now can generate in unoccupied cities and resource hexes and in some conquered countries (e.g., Greece & Yugoslavia). There is no longer a need for the house rule requiring the Axis to garrison all captured cities inside of Russia. Now if they choose not to then they risk having a partisan pop up and deny them that city or resource. These are only three of the whole host of changes that Borger's made and that we'll be testing out.
jjdenver
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Post by jjdenver »

sounds great - any time estimate? A friend and I are considering whether to use 1.05 or 2.0 for our next game.
rkr1958
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Post by rkr1958 »

jjdenver wrote:sounds great - any time estimate? A friend and I are considering whether to use 1.05 or 2.0 for our next game.
We're still in alpha testing so I'd recommend 1.05.
richardsd
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Post by richardsd »

which I now have working! which is important timing wise because the family is away for a week! so thanks (its great that you don;t have to remember the air attacks rule!)

I put my issues down to a MSoft bug
rkr1958
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Post by rkr1958 »

richardsd wrote:which I now have working! which is important timing wise because the family is away for a week! so thanks (its great that you don;t have to remember the air attacks rule!)

I put my issues down to a MSoft bug
I'm glad you got finally got in working. :D
Peter Stauffenberg
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Post by Peter Stauffenberg »

Here are some of the changes I remember for v2.0

* Extensive changes to the map (look at the thread where you can download Paul's new map)
* All ports have no production now so clean up the map
* Added some units in southern Russian and Romania because the map changes.
* Syria will now become Vichy instead of British Annexed
* The units that were supposed to spawn in Syria will now spawn in Egypt and Iraq
* There is no need for any house rule regarding the naval units in Egypt can't move as long as Egypt is neutral. They won't spawn until Egypt joins the Allies. The game has been done to the USLL destroyer in Fredericton, Canada.
* The Russian reserve units will only spawn on the turn USA joins the Allies so there is no need for any house rule telling that these units can't move until they're release.
* The German DAK armor unit will spawn near Benghazi 3 turns after Italy joins the Allies. This is done to make sure the AI can use this armor instead of not moving it when it started near Tripoli
* All European major powers will not get a leader in their force pool when they activate. No need to have any house rule telling people to build a leader with at start PP's
* Vichy BB's are added in Casablanca and Oran at reduced strength
* The Russian oil hex will automatically get back to Russian control once Russia activates.
* Germany will get the Swedish iron ore PP's until Sweden becomes an enemy of Germany.
* Partisan rules are changed. Only garrisons will spawn now and with variable strength. Major powers except Italy will get garrisons of 4-10 strength, big minor powers will get from 1-10 strength and small minor powers will get from 1-5 strength. Major powers and some minor powers will also get partisans after they're conquered, but at half the spawning rate.
* Partisans can now spawn in cities or resources so there is no longer a need for the garrison house rule. If you don't protect your occupied cities then you might actually lose them.
* Weather effects is introduced in all hexes north of the 50th hex row. That is most of Europe (except southern Spain, Greece and Italy)
* Winter in Europe starts in November and ends after February. The effects are +1 movement cost per hex, -1 ground attack for land units except armor, -2 ground attack for armor units, spotting range reduced, shock, air and naval attack halved (rounded up)
* In addition the Russian severe winter will affect mother Russia. The above effects will also affect the area under severe weather, but in addition these hexes have a +1 vehicle penalty and a morale loss at the start of the severe winter.
* The research limit dependent upon game year is now hardcoded so there is no need for a house rule keeping track of this.
* Message boxes are given to the players when certain events happen.
* The surrender rule for Italy is changed so no hexes change side when Italy surrenders. That gives Germany a fair chance to continue fighting in Italy alone.
* Fixed the v1.05 bug where Italy could only place reinforcements in Rome

We have some further changes we want to implement before we release v2.0:
* Fix the bug so Paris liberated will give supply level 5
* Hardcode the rail restrictions in the house rule
* Maybe some other things as well like adding new transportation loops so we can remove the sea line at the bottom of the map.

The playtesters will have to test the game balance after so many changes so if we find game balance issues then we need to deal with that. That may delay the release of v2.0. So I won't commit to a date yet, but I think we speak about weeks and not months. :)
rkr1958
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Post by rkr1958 »

BJR Mod Version 2.00 has just been released to the alpha test team! All house rules and more have been implemented in the CEaW game engine. No more house rules to follow. Anything that you can do you're allowed to do. In addition to the items detailed above by Borger, v2.00 includes a wealth of new features and map improvements. We expect to begin beta testing later this weak, which will consist of a number of PBEM games to test out and tweak game balance.
gerones
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Post by gerones »

rkr1958 wrote:BJR Mod Version 2.00 has just been released to the alpha test team! All house rules and more have been implemented in the CEaW game engine. No more house rules to follow. Anything that you can do you're allowed to do. In addition to the items detailed above by Borger, v2.00 includes a wealth of new features and map improvements. We expect to begin beta testing later this weak, which will consist of a number of PBEM games to test out and tweak game balance.
That´s great. Finally, could you remove north africa sea lane and replace it with new transportation loops? This too would be fine (some Free french units seems to be on the water...)
rkr1958
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Post by rkr1958 »

leridano wrote:
rkr1958 wrote:BJR Mod Version 2.00 has just been released to the alpha test team! All house rules and more have been implemented in the CEaW game engine. No more house rules to follow. Anything that you can do you're allowed to do. In addition to the items detailed above by Borger, v2.00 includes a wealth of new features and map improvements. We expect to begin beta testing later this weak, which will consist of a number of PBEM games to test out and tweak game balance.
That´s great. Finally, could you remove north africa sea lane and replace it with new transportation loops?
Done. Additional transport loops (including) this one are in the new version. The "sea lane" has been restored back to its land hexes. Also, we've added the Kiel Canal transport loop, which allows movement between the North and Baltic Seas.
leridano wrote:some Free french units seems to be on the water...)
Not sure I know what you're referring to here.
gerones
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Post by gerones »

rkr1958 wrote:
leridano wrote:some Free french units seems to be on the water...)
Not sure I know what you're referring to here.
I mean this:Image But this doesn´t matter anymore since you have removed the North Africa sea lane... You are doing a very good work. I think CEAW is a good game and you are turning this game into a much better one. Since you have hardcoded all house rules, have improved the map and have added new transportation loops, CEAW BJR mod 2.00 has nothing to do with the vanilla game. It seems to me you have entered in CEAW main core game and you can do almost everything with the game... Thanks for this work!
pk867
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Post by pk867 »

Hi,
I have posted the latest BJRmod version 2.0 map images.
Have a look. Any questions please and post them Please reference these map images.
Thanks,
pk867

URL- http://gallery.me.com/kirbyptx#100063
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