Weekly Turn Mod -UPDATED 1st JULY - Final Update
Posted: Fri Jun 29, 2007 1:46 pm
Weekly Turns Mod 1.03
By Jack W
This should now be totally fixed.
UPDATED:
Fixed Convoy amounts (thanks Ancient)
Fixed ridiculous unit cost bug.
Suez loop turns changed to 1 (Thanks vypuero)
DOWNLOAD:
http://files-upload.com/336243/WeeklyTurnsMod.zip.html
Back up your DATA FOLDER FIRST ! (Backup is included in file)
Copy and paste the data folder
directly into your 'Commander Europe At War' folder
overwriting the files.
PLAYABILITY:
You will get a very historically accurate game using this mod.
I successfully played as the Axis and performed all the historical battles with good results.
Poland will fall 3rd or 4th week in September 1939 and you will get very pleasing results if you play historically.
I strongly suggest you use the following options to play:
Fog Of War ON
Oil Consumption ON
NO Random Research
CHANGES:
1 Turn = 1 week.
Production remains the same but costs are scaled accordingly to take this into account and balances well:
All units costs, build costs, upgrades, research lab costs, rail costs, transport costs etc. have been increased by a factor of 3.
Unit & Commander build times scaled accordingly by x 3.
Efficiency regain, Manpower increase and other relevant values have been scaled down by a factor of 3.
African loop turns have been increased by a factor of 3.
Convoys take the same time (every 4 turns) so I have scaled down the maximum convoy sizes by a factor of 3.
After some research, I have added 3 completed techs to Germany's starting technology:
Blitzkrieg 2/6
This adds +1 Ground Attack and +1 Shock and +1 Oil to Armoured units.
This looks exactly like what Armoured Tactics effects Germany had in September 1939, with the increased Oil use due to fast-manoeuvring and far-reaching Armoured thrusts, shock effects and superior ground attack tactics with Tanks.
Artillery 1/5
This adds +1 shock to Infantry.
Again, this sounds like historical Germany in 1939 with concentrated & coordinated Artillery Barrages as part of Blitzkrieg.
Finally,
Close Air Support 1/6
This adds +1 Shock to Tactical Bomber units.
This resembles German dive-bombing tactics (shock effects) as part of their Blitzkrieg tactics.
The above 3 additions were all carefully considered, and upon playing you will find you will achieve historical results.
COMMANDERS
I have left commanders' cost the same. In my opinion you should be able to afford at least Guderian and Manstein before attacking France...
RECOMMENDATIONS
I strongly recommend using 2 other mods with this mod for your further enjoyment:
Robjess Modded Maps:
viewtopic.php?t=3639
This is a beautifully rendered map. In my opinion it really adds some atmosphere and immersion.
Fintilgin's Graphics Pack:
viewtopic.php?t=3591
This is a must-have.
It adds special icons that easily let you see which units you have moved in your turn and also Nazi flags for Germany.
By Jack W
This should now be totally fixed.
UPDATED:
Fixed Convoy amounts (thanks Ancient)
Fixed ridiculous unit cost bug.
Suez loop turns changed to 1 (Thanks vypuero)
DOWNLOAD:
http://files-upload.com/336243/WeeklyTurnsMod.zip.html
Back up your DATA FOLDER FIRST ! (Backup is included in file)
Copy and paste the data folder
directly into your 'Commander Europe At War' folder
overwriting the files.
PLAYABILITY:
You will get a very historically accurate game using this mod.
I successfully played as the Axis and performed all the historical battles with good results.
Poland will fall 3rd or 4th week in September 1939 and you will get very pleasing results if you play historically.
I strongly suggest you use the following options to play:
Fog Of War ON
Oil Consumption ON
NO Random Research
CHANGES:
1 Turn = 1 week.
Production remains the same but costs are scaled accordingly to take this into account and balances well:
All units costs, build costs, upgrades, research lab costs, rail costs, transport costs etc. have been increased by a factor of 3.
Unit & Commander build times scaled accordingly by x 3.
Efficiency regain, Manpower increase and other relevant values have been scaled down by a factor of 3.
African loop turns have been increased by a factor of 3.
Convoys take the same time (every 4 turns) so I have scaled down the maximum convoy sizes by a factor of 3.
After some research, I have added 3 completed techs to Germany's starting technology:
Blitzkrieg 2/6
This adds +1 Ground Attack and +1 Shock and +1 Oil to Armoured units.
This looks exactly like what Armoured Tactics effects Germany had in September 1939, with the increased Oil use due to fast-manoeuvring and far-reaching Armoured thrusts, shock effects and superior ground attack tactics with Tanks.
Artillery 1/5
This adds +1 shock to Infantry.
Again, this sounds like historical Germany in 1939 with concentrated & coordinated Artillery Barrages as part of Blitzkrieg.
Finally,
Close Air Support 1/6
This adds +1 Shock to Tactical Bomber units.
This resembles German dive-bombing tactics (shock effects) as part of their Blitzkrieg tactics.
The above 3 additions were all carefully considered, and upon playing you will find you will achieve historical results.
COMMANDERS
I have left commanders' cost the same. In my opinion you should be able to afford at least Guderian and Manstein before attacking France...
RECOMMENDATIONS
I strongly recommend using 2 other mods with this mod for your further enjoyment:
Robjess Modded Maps:
viewtopic.php?t=3639
This is a beautifully rendered map. In my opinion it really adds some atmosphere and immersion.
Fintilgin's Graphics Pack:
viewtopic.php?t=3591
This is a must-have.
It adds special icons that easily let you see which units you have moved in your turn and also Nazi flags for Germany.