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Re: Brave New World (total conversion) -v3.0

Posted: Mon Nov 14, 2022 1:18 pm
by StuccoFresco
I just discovered how to make AI fighters escort bombers...

Re: Brave New World (total conversion) -v3.0

Posted: Tue Nov 15, 2022 10:50 am
by Erik2
StuccoFresco wrote: Mon Nov 14, 2022 1:18 pm I just discovered how to make AI fighters escort bombers...
Please share your secret, maybe it works for naval ships escorting transports as well :wink:

Re: Brave New World (total conversion) -v3.0

Posted: Sat Nov 19, 2022 3:45 pm
by StuccoFresco
I just set up an AI Group and tell them "Air Defend Hex" selecting a single bomber unit as "target unit". It works much better if the escort and bomber has the same turns of "fuel" and they are in the air at the same time at the start of the scenario. I've definitely seen the escort doing its job, keeping close to the bomber unit.

It definitely works for ships too: I made a convoy escort scenario and the AI ships covered the transports as well as they could. Just use the naval defend hex and assign escorts to single transports.

It's a bit annoying because you need a lot of AI groups but it seems to work sufficiently well.

Re: Brave New World (total conversion) -v3.0

Posted: Mon Dec 05, 2022 1:30 pm
by cdcool
The Nato Counters alone are a 1000% improvement

Re: Brave New World (total conversion) -v3.0

Posted: Mon Dec 05, 2022 3:02 pm
by StuccoFresco
cdcool wrote: Mon Dec 05, 2022 1:30 pm The Nato Counters alone are a 1000% improvement
I come from TOAW4, to me wargames = counters, I'm not entirely sold on 3d units.

The mod wouldn't have been possible without maitrebongo, which created the original 3D counters. :)

Re: Brave New World (total conversion) -v3.0

Posted: Sun Feb 05, 2023 6:30 pm
by StuccoFresco
I started the AAR of the third campaign, introducing a third faction, showing the new strategic map with borders (finally) and experiments with multiple AI sides for scenarios.

Link: https://www.slitherine.com/forum/viewtopic.php?t=111107

Re: Brave New World (total conversion) -v3.0

Posted: Wed Jul 12, 2023 5:21 pm
by jeffoot77
hello, many thxs for the update.

is it possible to make 3.0 NC ?

Re: Brave New World (total conversion) -v3.0

Posted: Thu Jul 13, 2023 6:10 am
by StuccoFresco
Yes, I really should, I've been slacking lately. Though I'll probably make a full No-Counter release with the new 3.5 version so I can include the new factions (the Italian Kingdom and the Byzantine Free States).

Re: Brave New World (total conversion) -v3.0

Posted: Thu Jul 13, 2023 8:07 am
by jeffoot77
thxs, good news! i m testing and enjoying your mod as i m on holidays and it is a great mod! thxs for all your work and new campaigns.

Re: Brave New World (total conversion) -v3.0

Posted: Sun Jul 23, 2023 1:19 pm
by StuccoFresco
currently uploading new version, both standard and no-counters

Re: Brave New World (total conversion) -v3.0

Posted: Sun Jul 23, 2023 1:49 pm
by StuccoFresco
Version 3.2 and 3.2 classic graphics are finally out!
v3.2: added two new campaigns with two new factions (Italian Kingdom and Byzantine Free States). Minor changes to several units, mainly naval ones. Updated the Manual. Released NC version with classic graphics.

Re: Brave New World (total conversion) -v3.0

Posted: Sun Aug 06, 2023 8:58 am
by StuccoFresco
jeffoot77 wrote: Thu Jul 13, 2023 8:07 am thxs, good news! i m testing and enjoying your mod as i m on holidays and it is a great mod! thxs for all your work and new campaigns.
I've uploaded the "complete" 3.2 version with the last campaign (Fate of Greece 2) updated with event pictures, unit and location names, and border maps. It should have been named 3.3 or something but I forgot to edit the title pic so I decided to keep the 3.2 name.

Re: Brave New World (total conversion) -v3.2 + No Counters

Posted: Sun Sep 03, 2023 4:08 am
by Drott
I have only just started using custom campaigns and senarios. What a wonderul resource this forum is. I have one question in relation to Brave New World. If I understand correctly, the unzipped download folder goes into the mod folder in the Order of Battle WWII my games folder. I have done this, and notice that the opening screen now identifies with a Mod selection screen. However, I the mod for Brave New World does not appear. I have downloaded mods for Korea war and micromod - they both appear. Can anybody please advise where I am going wrong. I would love to play the Brave New World mod. TIA.

Re: Brave New World (total conversion) -v3.2 + No Counters

Posted: Thu Sep 07, 2023 10:40 am
by StuccoFresco
Drott wrote: Sun Sep 03, 2023 4:08 am I have only just started using custom campaigns and senarios. What a wonderul resource this forum is. I have one question in relation to Brave New World. If I understand correctly, the unzipped download folder goes into the mod folder in the Order of Battle WWII my games folder. I have done this, and notice that the opening screen now identifies with a Mod selection screen. However, I the mod for Brave New World does not appear. I have downloaded mods for Korea war and micromod - they both appear. Can anybody please advise where I am going wrong. I would love to play the Brave New World mod. TIA.
That's very strange indeed, I have no clue why this would happen, I just tested on a fresh install and it shows normally. Maybe you have too many mods and the interface glitches?

Were you trying the NC version or the standard one?

Re: Brave New World (total conversion) -v3.5 + No Counters

Posted: Tue May 13, 2025 5:45 pm
by StuccoFresco
It's been a long while: I didn't had the will to manually name the divisions of the last campaign, way too much trouble.

I decided to release the 3.5 version, which should be fully functional. I may redesign the game in future releases to be less of a chore campaign-wise from my end because nothing like repetitive tasks slow me down.

For now, enjoy the sixth campaign and a new full faction: the Mexican Empire :)

Re: Brave New World (total conversion) -v3.5 + No Counters

Posted: Thu May 22, 2025 2:27 pm
by StuccoFresco
FrancoisPhilidor wrote: Wed May 21, 2025 9:20 pm
StuccoFresco wrote: Wed May 21, 2025 8:05 am
FrancoisPhilidor wrote: Tue May 20, 2025 7:49 pm Ok I have tried the Fate of Greece 1941 first scenario.
How do I attack those fortifications? Infantry doesn't deal any damage, bombers get quite a lot of damage in return from every ground unit :-D
Do I just need to attack from behind?

But I will have to get used to those symbols. The units in the pictures still represent what they are right? Heavy infantry still works like heavy infantry?
Strongpoints are nasty, your best bet is to bring artillery (Heavy Artillery is perfect for this: range 4 and huge attack) into range and wear them down. Even just lowering their proficiency would give your Assault Brigades the opportunity to crush them. In my AAR ( https://www.slitherine.com/forum/viewtopic.php?t=116252 ) I shelled them with Heavy Artillery for 2 turns. When softened up, Mechanized Regiments are enough to start demolishing them. However, I only take them on if they sit on an objective or somewhere I have to pass through. As in real life, it's better to bypass them with maneuvers.

Yes, most symbols show what to expect: the only dubious symbol is the one for Support Battalions because it's AA and AT combined.

Heavy Infantry is indeed strong in defense, good in rough terrain, but vulnerable against armored troops. And so on.

Cavalry in the game is heavily mechanized, think of them of something more akin to a light armored units: light tanks, better mobility in rough terrain, still very strong in open terrain. Since it's a Brigade, its sheer size will give it an advantage against Armored Regiments despite using "inferior" tanks. It's also very fast and can split its movement in two phases, it's VERY useful for advancing.

Assault Brigades (like the Italian ones) have lots of Assault Guns and artillery: slower but hard-hitting. Perfect for breaching enemy lines.

Sounds good. Would be a shame not to try it in multiplayer. Let me know when you want to play :-D
Better to post here, more relevant :)

I'm finishing the test multiplayer scenario, should be ready on Sunday, then I'll send you a link to download the scenario and I'll try to start a PBEM game with it.

Re: Brave New World (total conversion) -v3.5 + No Counters

Posted: Fri May 23, 2025 8:41 am
by FrancoisPhilidor
StuccoFresco wrote: Thu May 22, 2025 2:27 pm
FrancoisPhilidor wrote: Wed May 21, 2025 9:20 pm
StuccoFresco wrote: Wed May 21, 2025 8:05 am

Strongpoints are nasty, your best bet is to bring artillery (Heavy Artillery is perfect for this: range 4 and huge attack) into range and wear them down. Even just lowering their proficiency would give your Assault Brigades the opportunity to crush them. In my AAR ( https://www.slitherine.com/forum/viewtopic.php?t=116252 ) I shelled them with Heavy Artillery for 2 turns. When softened up, Mechanized Regiments are enough to start demolishing them. However, I only take them on if they sit on an objective or somewhere I have to pass through. As in real life, it's better to bypass them with maneuvers.

Yes, most symbols show what to expect: the only dubious symbol is the one for Support Battalions because it's AA and AT combined.

Heavy Infantry is indeed strong in defense, good in rough terrain, but vulnerable against armored troops. And so on.

Cavalry in the game is heavily mechanized, think of them of something more akin to a light armored units: light tanks, better mobility in rough terrain, still very strong in open terrain. Since it's a Brigade, its sheer size will give it an advantage against Armored Regiments despite using "inferior" tanks. It's also very fast and can split its movement in two phases, it's VERY useful for advancing.

Assault Brigades (like the Italian ones) have lots of Assault Guns and artillery: slower but hard-hitting. Perfect for breaching enemy lines.

Sounds good. Would be a shame not to try it in multiplayer. Let me know when you want to play :-D
Better to post here, more relevant :)

I'm finishing the test multiplayer scenario, should be ready on Sunday, then I'll send you a link to download the scenario and I'll try to start a PBEM game with it.
Well it seems it's already finished now :-D

Re: Brave New World (total conversion) -v3.5 + No Counters

Posted: Sun May 25, 2025 2:17 pm
by StuccoFresco
Yeah I had a marriage yesterday so I finished the scenario friday because saturday was gonna be too much of a busy day.

I don't know how you wrote ingame so I'll reply here: yes, the various categories of troops are all modifiable with little problems. I can't modify abilities, though, I remember I tried some time ago but I can't remember how I did it...

Re: Brave New World (total conversion) -v3.5 + No Counters

Posted: Tue May 27, 2025 4:46 pm
by FrancoisPhilidor
StuccoFresco wrote: Sun May 25, 2025 2:17 pm Yeah I had a marriage yesterday so I finished the scenario friday because saturday was gonna be too much of a busy day.

I don't know how you wrote ingame so I'll reply here: yes, the various categories of troops are all modifiable with little problems. I can't modify abilities, though, I remember I tried some time ago but I can't remember how I did it...
You are married now? Well congratulations :-D
And why can't you write in-game?

Re: Brave New World (total conversion) -v3.5 + No Counters

Posted: Wed May 28, 2025 5:48 am
by StuccoFresco
FrancoisPhilidor wrote: Tue May 27, 2025 4:46 pm
StuccoFresco wrote: Sun May 25, 2025 2:17 pm Yeah I had a marriage yesterday so I finished the scenario friday because saturday was gonna be too much of a busy day.

I don't know how you wrote ingame so I'll reply here: yes, the various categories of troops are all modifiable with little problems. I can't modify abilities, though, I remember I tried some time ago but I can't remember how I did it...
You are married now? Well congratulations :-D
And why can't you write in-game?
Nono, I was invited to the ceremony.

I have found the ingame chat finally.