The Great BJR mod is now updated to version 1.12!

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

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

rkr1958
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Post by rkr1958 »

julyderek wrote:Why when you start the Mod, a DOS screen opens ? That doesn't happen with the Vanilla MHCEAW 1.12 version.
I've never seen that with either the vanilla game or the mod. The mod doesn't overwrite or modified any executable files, just data and graphics files assessed by the CEaW game engine. Below is the what I get when I start the game with the mod implemented.

Image
julyderek wrote:Will the Mod & Vanilla share the same Data folders in "My Documents" ? Meaning a autosave will overwrite each others files ?
Yes they do. And use autosave would overwrite each other but that would happen if you were playing two different games with the same version. However; saves from both versions will peacefully coexist in the data folders (i.e., */data/pbem, */data/hotseat, etc.).
KingHunter3059
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Post by KingHunter3059 »

Borger, Jim, or Ronnie -

Is there any reason, when I start a game (Against the AI), that my Manpower levels are low? I just started a PBeM game and the levels seem normal. I just finished a game with the AI and my manpower started below 500, it was the same for Allies and Axis. Russia started below 1300.


Jay
rkr1958
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Post by rkr1958 »

KingHunter wrote:Borger, Jim, or Ronnie -

Is there any reason, when I start a game (Against the AI), that my Manpower levels are low? I just started a PBeM game and the levels seem normal. I just finished a game with the AI and my manpower started below 500, it was the same for Allies and Axis. Russia started below 1300.


Jay
I just started two games, one in hotseat and one against the AI and got the following manpower levels, which are adjusted for the mod,

Germany 858 (100%), Italy 215 (60%), UK 371 (65%), France 315 (75%), USA 388 (60%) and USSR 1200 (61%).

Was it possible that you started one game with standard maps and the other with large maps?
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Post by KingHunter3059 »

Thanks Ronnie - I will check! I still like the MOD.

Jay
Peter Stauffenberg
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Post by Peter Stauffenberg »

rkr1958 wrote:I just started two games, one in hotseat and one against the AI and got the following manpower levels, which are adjusted for the mod,

Germany 858 (100%), Italy 215 (60%), UK 371 (65%), France 315 (75%), USA 388 (60%) and USSR 1200 (61%).

Was it possible that you started one game with standard maps and the other with large maps?
These seems like the right starting manpower levels for the BJR-mod. There are several reasons for lowering the manpower levels of all countries except Germany. One is to simulate the poor war preparedness of all these countries. Another reason is that only Germany got manpower problems in the vanilla game.

The US and Russian manpower levels are set in such a way so they get above 75% in time before they join the Allies, but they might drop below 75% if they build too many new land units. E. g. Russia might drop below 75% if the casualties in 1941-1942 become very high.

Many Axis players build lots of Italian corps or garrison units and it never had a manpower impact in the vanilla game. In the BJR-mod the Italians will also drop below 75% (and sometimes below 50%) if they build mostly land units. That seems more right. The manpower level is set at a starting level so they just get above 75% before they join the Axis in the summer of 1940.

Britain will have manpower issues until the spring of 1940 showing how the British weren't prepared for war. If they build a lot of land units they might drop below 75% even after the fall of France. This means the British must be careful about repairing depleted units (mostly air) before they manpower level gets above 75%. If they repair losses too early they get a -1 quality modifier on the repaired air unit. If the British build several new land units early in the game (either to send the to France or use them as Sealion protection) then these units will also have -1 quality modifier. So it might be smart to be patient for Britain. The manpower level will increase above 75% in the spring 1940 and then it's possible to make repairs without losing quality or build a new unit every now and then.

The French starting manpower level is also reduced so the French can only crank out a few corps units before they drop permanently below 75%. Depleted units will be stuck with -1 quality modifier after being repaired. All this helps showing the poor French war preparedness and that they had many units who didn't defend as well as expected.

We've adjusted everything (starting units for all sides, unit costs etc.) to make sure Paris will fall on average on the first turn of June 1940 (or the May 1940 turn) when both players are humans.

So all major powers have manpower issues at some time during the war and you have to re-learn everything you learnt about dealing with manpower in the vanilla game. The mod is quite different. To put it shortly I will say that the level of manpower issues can be arranged from minor to like this.
1. USA (least affected by manpower issues)
2. Russia
3. Britain
4. Italy
5. France
6. Germany (most affected by manpower issues)

USA will usually not get any serious manpower problems, but since they start below 75% it means they have to be patient before they start building new units before they join the Allies.
Last edited by Peter Stauffenberg on Mon Apr 13, 2009 5:22 pm, edited 1 time in total.
rkr1958
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Post by rkr1958 »

Stauffenberg wrote:We've adjusted everything (starting units for all sides, unit costs etc.) to make sure Paris will fall on average on the first turn of 1940 when both players are humans.
Not to scare current or future Allied players away from the mod but I think Stauffenberg meant, "We've adjusted everything (starting units for all sides, unit costs etc.) to make sure Paris will fall on average on the first turn of [May] 1940 when both players are humans"
Peter Stauffenberg
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Post by Peter Stauffenberg »

rkr1958 wrote:
Stauffenberg wrote:We've adjusted everything (starting units for all sides, unit costs etc.) to make sure Paris will fall on average on the first turn of 1940 when both players are humans.
Not to scare current or future Allied players away from the mod but I think Stauffenberg meant, "We've adjusted everything (starting units for all sides, unit costs etc.) to make sure Paris will fall on average on the first turn of [May] 1940 when both players are humans"
Thanks for spotting this typo. :) I altered the original text.
julyderek
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Post by julyderek »

Yes it is wierd cause I know the mod doesn't change any executable files. But when I start the Mod I get a DOS window which opens with all stuff written (Audio etc.) and then it closes and the game starts. Maybe the developers can think of why this happens.

BTW, I have the original version MHCEAT Gold 1.12
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Post by KingHunter3059 »

Thanks Borger - Ronnie, I even re-installed the game last night and got the levels you mentioned. Borger your explination is understandable. Now, On to GERMAN Victory! LoL!


Jay.
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Post by schwerpunkt »

Just playing the mod for the second time and am concerned that the US build points are too high early on (especially given the Japan first focus they historically had). Playing the allies, I've begun the invasion of France in Feb 1942 and have lots of fighters and tacs. The battle of the Atlantic is pretty much over (I have DD's and US CV's covering all convoys forcing the Germans to make costly wolfpack attacks).

The Germans attacked Russia in Apr 41 and made good historical progress in Russia (Lenningrad fell but Moscow and Voronez didnt and are unlikely to) but are close to a stalemate (each side has lots of tanks and its looking like attrition warfare). Its also notable that the Soviet airforce starts off strong and is difficult to kill which seems ahistorical (a significant part was destroyed on the ground and had to be rebuilt). I think the Russian player lost only one fighter at game start and pulled the rest back to refit and concentrate and hasnt had to build any since (has used lots of replacements though).
Is this pretty typical for the mod?

(Although I'm not going to reconquer france in 42' because of the superiority of the German armour, I am diverting significant tank and fighter resources and expect to conquer it in 43', at which point I think the Germans will be on the defensive in the east)

I'd be interested in others experiences.
Cheers!
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Post by Happycat »

schwerpunkt wrote:Just playing the mod for the second time and am concerned that the US build points are too high early on (especially given the Japan first focus they historically had). Playing the allies, I've begun the invasion of France in Feb 1942 and have lots of fighters and tacs. The battle of the Atlantic is pretty much over (I have DD's and US CV's covering all convoys forcing the Germans to make costly wolfpack attacks).

The Germans attacked Russia in Apr 41 and made good historical progress in Russia (Lenningrad fell but Moscow and Voronez didnt and are unlikely to) but are close to a stalemate (each side has lots of tanks and its looking like attrition warfare). Its also notable that the Soviet airforce starts off strong and is difficult to kill which seems ahistorical (a significant part was destroyed on the ground and had to be rebuilt). I think the Russian player lost only one fighter at game start and pulled the rest back to refit and concentrate and hasnt had to build any since (has used lots of replacements though).
Is this pretty typical for the mod?

(Although I'm not going to reconquer france in 42' because of the superiority of the German armour, I am diverting significant tank and fighter resources and expect to conquer it in 43', at which point I think the Germans will be on the defensive in the east)

I'd be interested in others experiences.
Cheers!


Hi. I assume you're playing a human, and not against the AI. The mod is not optimized for AI play at all.

Assuming a human opponent, then I think the problem is not game balance, but that the Axis player made some mistakes.

I'm the "J" in BJR, and so have played the mod extensively and against a number of opponents. Typically, the British economy is in huge difficulty until sometime in late '41 or early '42, because of submarine warfare. Usually the Russians are in full retreat throughout 1941, and the tactical air they have should be of little value, because the German fighters should be both more numerous and of superior quality to the Russian fighters.

In any game I have played, if the Russian tries to defend on the Dnieper, he gets slaughtered. The convention seems to be to retreat to a line Moscow-Tula-Rostov and hope to hang on to that until 1943, by which point Russia can then switch to the offensive. A highly skilled Axis player (and I don't count myself as one) such as Stauffenberg (the B in BJR) will frequently win as the Axis, by still holding Berlin and Rome at game end.

I can't imagine how the Americans would get ashore to stay ashore in France in 1942. When the transports show up, all the German has to do is rail units to the threatened areas. An armour, three infantry and a couple of tactical air should sort that out quite quickly for the German. Of course, if the German player didn't keep a reserve in position to reach threatened areas by rail, then he does have a problem :)

The additional Russian tactical air was put into the mod to ensure that Russia has some ability to threaten a counter-attack in 1942. I know the bulk of the Russian front line air force was destroyed on the ground, but Russian industry was able to replace those losses reasonably quickly. Aircraft destroyed on the ground does not equate to pilot losses, so of course as soon as the USSR had new aircraft (including P-39's from the US), they had the manpower to crew them

You mentioned early in your post that you believe that the USA had a "Japan first" policy. The opposite is actually the case. At the Casablanca conference, Roosevelt and Churchill quickly agreed upon a Europe first policy. This was not as much of a handicap to US ambitions in the Pacific as one would think, however. Fleet carriers were of no use in the Atlantic, since there were no German or Italian carriers to worry about. ASW could be accomplished by escort carriers and later in the war, long range land-based air. The USN would have achieved carrier parity with Japan by 1943 anyway, but of course they achieved it a bit quicker thanks to the debacle at Midway.
Chance favours the prepared mind.
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Post by schwerpunkt »

Happycat - thanks for the reply.

Yep, the game is a all human affair and the German player had committed pretty much everything against Russia (with a bit to u-boat warfare). The Russian player spent all of his build points just buying tanks (had built about 10-12 that I could tell) and tank technology so the river lines were pretty hard for the German player to crack (two air attacks per hex of course allows the German to get through eventually). I must admit that I havent seen any obvious errors that the German player has made in use of his units in Russia (no fog of war active) but his lack of reserve certainly facilitated my France landings (he couldnt in any event match my airforce without seriously weakening his Russian front as I had about 5 fighters and a few TAC's before the US TAC's arrived).
Will see how it goes.
Cheers!
rkr1958
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Post by rkr1958 »

schwerpunkt wrote:... (no fog of war active) ...
You're playing without fog of war? If that's the case then that makes a big deal and changes the game significantly.
julyderek
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Post by julyderek »

Here is the screenshot of the DOS screen which opens when I run the MOD.

Image

If I close the DOS window, the program ends.

I am using GOLD version 1.12

My shortcut target is : "C:\Program Files\Slitherine\Military History Commander - Europe at War - BJR MOD\jre\bin\java.exe" -Xss20m -Xms400m -Xmx800m -classpath . CEAW 14100

Anyone using the BJR mod having the same problem ?
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Post by Pepper64 »

OK, maybe I'm a moron but, I copy & pasted all of BJR's v1.12 updates to my game several times and it still just loads in the old format; no airstrip on Azores, no new Greenland, no new fortresses, etc... What am I doing wrong here? I no little about actual modding or programming in general so, I am just copying the full folders (data, scenario, etc...) and pasting them over the game folder in my C-drive. I bought the original game from Slithering in December of '08 - it's the V1.06 version.... Help please
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Post by Happycat »

Pepper64 wrote:OK, maybe I'm a moron but, I copy & pasted all of BJR's v1.12 updates to my game several times and it still just loads in the old format; no airstrip on Azores, no new Greenland, no new fortresses, etc... What am I doing wrong here? I no little about actual modding or programming in general so, I am just copying the full folders (data, scenario, etc...) and pasting them over the game folder in my C-drive. I bought the original game from Slithering in December of '08 - it's the V1.06 version.... Help please
I'm sure you're not a moron :)

Did you for sure paste the graphics files in the right place? The fact that you don't see the Azores, etc sounds like you might have missed just one step. While most of the files go into "data" and "data/scenario", the map files need to go into "data/image/background". Backing up the old files is probably a good thing to do, although not mandatory. The idea of doing so is so that you don't need to reinstall the game if you want to go back to the vanilla version for some reason.

So to summarize, most of the files with the .txt ending go in "ceaw/data", the 1939.scn file goes in "ceaw/data/scenario" (also the file ww2.map goes in the scenario folder).

Then last, but not least, there is a file country.class that goes in the folder "ceaw/game".

Hope this helps
Chance favours the prepared mind.
rkr1958
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Post by rkr1958 »

Pepper64 wrote: Help please
Do you have some sort of file permission issue? Are you running your computer as an administrator? Anyway, PM me and I can give you another way to try to get the mod running.
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Post by Peter Stauffenberg »

julyderek wrote:Here is the screenshot of the DOS screen which opens when I run the MOD.

Image

If I close the DOS window, the program ends.

I am using GOLD version 1.12

My shortcut target is : "C:\Program Files\Slitherine\Military History Commander - Europe at War - BJR MOD\jre\bin\java.exe" -Xss20m -Xms400m -Xmx800m -classpath . CEAW 14100

Anyone using the BJR mod having the same problem ?
I've never seen this problem before. Is this still an issue for you?

It seems the game can't load the map images for the 3 different map sizes. Maybe the Gold version is using a different size of the map images?

I also see you're starting the mod from the following folder:
C:\Program Files\Slitherine\Military History Commander - Europe at War - BJR MOD

I start the game from the following folder:
C:\Program Files\Slitherine\Commander - Europe at War

My shortcut target is:
"C:\Program Files\Slitherine\Commander - Europe At War\Commander.exe"

Do you have a file called Commander.exe in your C:\Program Files\Slitherine\Military History Commander - Europe at War - BJR MOD folder? Maybe you can try to start it instead?

I also wonder if the file path may be too long. Can you e. g. rename the folder Military History Commander - Europe at War - BJR MOD to Commander - Europe at War?

If you don't have a Commander.exe file then I would rename your game folder so it doesn't add the - BJR MOD. Maybe the java.exe file you start expects to find files in e certain folder and it can't find it there since it's starting from a different folder name.
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Question about Amphibious Invasion Rules

Post by pk867 »

Hi My friend and I are playing the BJR mod. Our question is this- the maximum amphib landings is that per turn during the year stated or the maximum for the year? It states that your capacity will come back if you wait enough turns to bring it back up to maximum.
Thanks.
I am currently unemployed and have lots of time to play the mod.

TIA Paul
rkr1958
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Re: Question about Amphibious Invasion Rules

Post by rkr1958 »

pk867 wrote:Hi My friend and I are playing the BJR mod. Our question is this- the maximum amphib landings is that per turn during the year stated or the maximum for the year? It states that your capacity will come back if you wait enough turns to bring it back up to maximum.
Thanks.
I am currently unemployed and have lots of time to play the mod.

TIA Paul
The maximum amphibious landing number is the maximum number that can be landed (into a hostile hex) by any country during any one turn. For example, suppose it's 1943 where the maximum number is 4 per country. The US and UK launch operation Husky (i.e., the invasion of Sicily). The US lands two units and the UK lands four units into Axis controlled hexes. The US has used 2 landing points and the UK has used 4. Let's call this turn, turn 1. At the end of turn 1 the US has 2 points left and the UK has 0. At beginning of the next turn, turn 2, both get 1 point back giving the US 3 and the UK 1 invasion points. The UK could invaded on turn 2 with one additional unit and the US with up to 3. Let's assume that neither invade on turn 2. At the beginning of turn 3 both get 1 point back giving the US 4 and the UK 2 points. No invasion turn 3. At the beginning of turn 4 the US stays at 4 (if can't go above the maximum for the year) and the UK goes to 3. No invasion turn 4. At the beginning of turn 4 both the US and UK have 4 points. Both countries could invade with up to 4 units this turn (turn 4).


Note that the number of points a country can accumulate in a given year is equal to the maximum for that year. Also, the determination for the deduction of invasion points is made at the time of the landing. Thus, if a unit invades and advances after combat the hex it just left is no longer hostile. Any unit landing there would NOT use an amphibious point.

Hope this helps.
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