OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

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

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welk
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OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

My complete mod (graph + special Europe prewar mod) is now awailable with the name : "OTHER WARS MOD"

This mod allows to create alternate wargames with MH-CEAW, to play the game in a different way (90% of countries of the game have independant oob, independant research, independant leaders, independant economic production, etc)

After installation, this mod allows to play provided scenario or to create your own scenarios (no any modding work is needed : a simply readme to describe your scenario is just needed and it will take 5 mn of time : my mod works 100% in autonomy, you have just to describe your scenario as I did in the provided scenario sample : "A mediterranean war" - the readme uses Word)

So, with the provided system, you will be able to create all kind of alternate wars in Europe with MH-CEAW, with 5 mn of your time : you have just to open your imagination :idea:

In addition, players familiars with the use of CEAW editor (to modify scenario, not map !) and with txt modification process mays change all my parameters and change individual situation of each country in complete autonomy ( oob, research, leaders, production,etc) : using this tool, you may create with MH-CEAW all the wargames in Europe you have in dream.
I.e : Belgia, Norway, Portugal, etc etc have now independant research, independant leaders, independant economy, etc, that may be modified as you prefer : you are the master of Europe :mrgreen:


To play this way is very fun because in each scenario you create with your imagination, the strategic choices are different : each time you play a new scenario, you play a new game, you fight in a situation you have never encountered = you "make alternate history" because you are able to create all kind of diplomatic situations (hypothetical war between Uk Vs Sweden + Poland, etc) : not historical but fun to try.


Link to download the complete mod :

http://dl.free.fr/rIw9W1RUo

(under winrar file : approx. 10,8 Mo)


This link will stay awailable 30 days after the last download =>to download, click on : "Télécharger le fichier" in little grey letteres (french site)

Note : I will repear the link if accidentally broken,and I will change it each time modifications will be needed (little errors, mistakes,etc), but I will not upload the files again in case of expiration of delay of 30 days after last download (due to the fact the process of uploading on serveur needs long time)

Please : report of errors, pb etc in the forum

Screen of the first provided scenario (sample of possible scenarios) : a localized war between :
Red side = Uk, Greece, Caucase
Black side = Italy, Turkey, Bulgaria

Just a little demo : you may create "biggest wars" with less 5 mn of time, all work is made, you have no modding work and no "work in editor to do : just to describe your scenario (see please the readme file of the provided scenario in the mod files : "a mediterranean war")
Image

Image

In addition, some stuffs have been added on the map : All Dodecanese islands, Lastovo islands in Dalmatie, etc

The mod includes some of my little graphs mods (Silent units mod, supply symbol mod, experience symbol mod, partisans mod, sound mod, leaders range mod, leaders image mod, etc)

The mod includes also 3 new countries : Croatia, Ukraine, Causase (Georgia+Armenia)

Switezerland is neutral (out of game) but this situation may be modified if you are familial with the CEAW editor. Ukraine code 35 is used as Switzerland, but "inactive" in the basic version of the mod : It's a awailable nationality, that I will use in some special scenarios, to create Republican Spain, White Russian forces, etc

Abreviations used in some oob :

BB = battleships
SM or Sub=sub
DD= Destroyers
LC = Light corps
Corps= corps
BT=Tactical bombers
BS= Strategic bombers
Fighters = Fighters
PA= Carriers (Porte-Avions in french)

Heavy modifications have been made in txt files, spec. in general txt file : the game parameters are now very differents of basic GS 2.0) : no detazilled list = you will have some (good or bad :mrgreen: ) surprises...
Last edited by welk on Fri Feb 10, 2012 5:30 pm, edited 3 times in total.
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welk
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW

Post by welk »

In addition, I have to say that I had a dream : in this dream, the GS staff, after definitive release of GS last version, decided to do a little simply work on MH-CEAW code, to create a little patch that allowed a country to be at war in any side (at the present time, I needed to use some tips to create my mod because Germany and Italy are setted obligatory as "Axis"). With this little modification, MH-CEAW became the best "PC wargame tool" never made in the world... :roll: But dreams are... dreams :mrgreen:
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

The text of the Scenario readme type : to create your own scenario with the mod, you have just to do the same kind of readme with Word, txt, Adobe Pdf, etc : just to write a text, and your scenario is now ready to play
= You have created your own little european wargame in 5 mn of time


Title = « A MEDITERRANEAN WAR »

Scenario for MH-CEAW “OTHER WARS MOD”
by Welk
(5 mn of time were needed to create this scenario, without any modding work = just this readme file to write = you may do the same to create your own scenarios)

To use this scenario, you must install first the special mod « OTHER WARS, that realize a special adaptation of MH-CEAW (See please the “OTHER WARS MOD” readme file to get explanations)

Version of the game = MH-CEAH Gold + GS 2.0
Version of the mod = 3.0


Used files : (map & scenario files)

This scenario uses the scenario file and the ww2 map file that are the both provided with the basic “OTHER WARS MOD”

Opponents :
Only for 2 human players

Black side = Italy, Turkey, Bulgaria
Red side = Greece, UK (including Canada), Caucae(Gergia+Armenia)


“Historical” description :Italy, Turkey and Bulgaria decide to create alliance and to attack Greece (Bulgaria wants to reconquers Oriental Thrace, Turkey want to erase definitivly Greece from Anatolia and Italy want to conquers Creta).

Greece is weak, but Uk and a free Armenia-Georgia decide to intervene : UK wants to defend Greece and Armenia-Georgia want to have a more weak Turkey...


What will happends ? And what will be the issue of this war ? You will see if you play...


House rules :
1- Players must follow the basic “house rules” described in the OTHER WARS MOD readme file except one : Rome may be conquered by the Red side

2-Germany (territory and units) is “out of game = neutral. The 2 players have to ignore German territory and german units (may not be used)

Diplomatic situation :
No other country is at war, and no other country intervenes during the war (all other countries must stay neutrals)
Note : I could have made different choice : I.e = to write that : Each turn of Red side, the informatic roll dice provided with the mod must be used (Dice 0-100) : If the result is 0 to 20 : Yugoslavia enters in war in the Red side. At the first Black side turn after this roll dice result, Black side player must do DOW to Yugoslavia.


Victory conditions :
The black side is victorious if one of these 3 hex is conquered : Athens, Bagdad, Alexandrie (note : I could have added Gibraltar, Malte, Chypre, etc = you may choiuce what victory conditions you like for your scenario)

The Red side is victorious if one of these 3 hex is conquered : Istambul, Rome, Sofia

What players have to do :
1- Each player choice his side (Black side or Red side)
2- Black side plays first
3-During his first turn, Black side must do DOW to : UK (UK+Iraq), Greece, Caucase. No any other action is allowed to Black side for this first turn
4-During the first turn of Red side, Red side must do DOW to : Italie (Italia+Libya), Turkey & Bulgaria. No any other action is allowed to Black side for this first turn
5-Then, the war game may begin : Good luck !


Note : Each country may use the totality of his oob, and not needed to let units for protection in Uk, Italy, etc : players do what they want with their military forces (but they have to face the consequences  )

Strategic/Tactical notes :

The british expeditionnary forces (BEF) are heavy, but it will need some time to transport all units in Oriental mediterranean sea. Perhaps, Italy and Turkey could use this time to attack (or not)...
What will be the best solution for Uk : to transport the BEF in Egypt through mediterranean sea (take care in this case with air forces and subs...), or to do that by the South Africa loops ? Try, and you will see...

End---

Note : the general txt file has been heavy modified, and DOW have now no effects in penalty surprise for the "victim" of DOW. In this way, the DOW in MH-CEAW may be used as a tool to modify the diplomatic situation during the game (you may force each country you want to enter in war : when a country has to enter in war, the opponent must do a DOWto this country, and the DOW has no "surprise effect penalty" like in GS 2.0). It's one of the most important modifications made in general txt. There are numerous others.
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by Schnurri »

Sounds pretty good. This is a windows only mod?
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

I made it with my PC version of MH-CEAW but I think it will work without pb on a Mac version : only PNG images files and txt files (scenario, map, general, units, etc) have been modified => images and txt files are probably exactly the same for the both version.

One other question is the organization of the folders of the game in PC and Mac version : I don't know the organization of Mac version = if the 2 folders organizations are different, you will perhaps have to place the mod file manually in the correct Mac folders.


Perhaps somebody of Slitherine staff ou GS stafll could answer this question : is a mod made with Pc version ok for a mac version concerning folders organization ?

One answer could be that : if you had no pb to use GS 2.0 with your Mac version, you should have no pb to use my mod with Mac version, I think
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

Here is the exact model to be followed to create a "scenario readme" (in Word and Adobe Pdf version)
Link to dow,nload
http://dl.free.fr/ifxw4bw2n
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

A second scenario : "Eastern War"

Link to download the readme for description and indications :
http://dl.free.fr/i4R6fSLMH

Image :
Image

“Historical” description :
After heavy troubles in Ukraine, due to the lack of food and elementary supply, ukrainian nationalists success in a “white insurrection”. URSS try to conduct repression, but Ukraine declares his independance and call Uk in help against the communist power. At the same time, a communist insurrection occurs in Persia and the new persian government enters at war in red side

This scenario uses the random roll dice provided with the mod to determine random entering in war of some other countries (Finland, Rumania, Turkey, Caucase) ( see the readme, please



Extract of readme (diplomatic situation §) :

All other countries stays neutral during the game, but each side may (100% free decision) do DOW to all countries that had, at start of game, a ground border with URSS. The countries that are “victims” of this kind of DOW enters at war in the opposite side.

At the beginning of each Black side turn, the informatic roll dice (0-100) must be used. If the result is :
0 to 2 : Turkey enters in war in the black side.
3 to 5 : Finland enters at war in the black side.
6 to 8 : Rumania enters at war in the Red side.
9 to 11 : Poland enters at war in the black side
12 to 14 : Caucase enters at war in the red side
15 to 17 : Caucase enters at war in black side
18 to 100 : nothing special occurs

If the effect can not occur (i.e the concerned country is already at war in a side) : nothing special occurs
When a country enters at war in a side as effect of the random roll dice : the opponent side must, in his next turn, do a DOW to this country


Extract of readme : House rules §
1- Players must follow the basic “house rules” described in the OTHER WARS MOD readme
2-Germany (territory and units) is “out of game = neutral. The 2 players have to ignore German territory and german units (may not be used)
3- Special house rules : Denmark and Turkey are displayed “in black side” by the logicial but same rule of neutrality must be applied for these 2 contries, under these precisions :
a/ Black side may move (and only move, not to fight with) 1 turkish unit per turn (to send it where Black side player want but obligatory in Turkish territory). If Turkey is at war in the black side (see the roll dice section in this file = diplomatic situation §), black side may use turkish units as normal allies to move and fight, including the invasion of Russia with Turkish units.
b/ Black side player (not Red side player) may pass through dannish channels and Turkish channels (Dardanelles détroit)
c/ Black side may use without restriction the turkish territory, even if Turkey is not at war in black side (but not the dannish territory).



Extract of readme : Victory conditions§ :
Black side is victorious if Leningrad (or Moscow) + 10 russian cities are conquered
Red side is victorious if 3 conditions are full : 1/Kiev conquered 2/ All russian cities under Red side control 3/ Less than 3 british BB or carriers in black sea
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

At this time, players using the mod will see that the 3 little baltic states have independant research, independant production, etc like other powers, but no images appers on screen flags.

It is not a mistake : I am in indecision about the statut of these 3 little states : to give them independant statut or to let them as in basic game, I will choice later, in improved 3.1 version of the mod I am working on (it is the reason for what the work is not complete for these 3 countries in the oob purchase screen and in the research screen)

You will notice also that in some cases, the purchase screen does not have images for units (spec. for Ukraine, beause Ukraine of the mod uses Libya nationality) : you may choice units and buy in normal conditions, but decoratives PNG images 3D of units do not appears. I could do something to rectify that but : 1/ I do not like these 3D images, to have nothing is better to have these 3D image in my opinion (I am a "hard 2D images fan" in wargames :twisted: )2/ It would need lot of work for images I do not like :roll:
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by avoran »

Looks interesting... I assume this mod is applied to the basic game? Do you need a separate installation from the GS mod to prevent GS from being overwritten?
I'd be curious to try out a scenario or two against a human player :)
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

The mod works only with MH-CEAW 1.12 Gold + GS Extension 2.0

It will not work with the vanilla game (1.12 Gold), and it will not work with a later version of GS (GS 2.1, etc)


The reasons are :
1- It would need too much work to upgrade the mod for each upgrade of GS (spec. work on the map file and map graph= very heavy work, without possibility to use the basic CEAW editor (it works only for scenario modifications with GS 2.0)
2- More higher complexity of GS 2.1 (and probably later : cf : new Iraq rebellion rules, etc) : these (interessant for ww2)mechanisms are not adapted to this special conception of the game (more simplicity in simulation is needed, because it's a mod for fun, not historical). But on the other hand, the vanilla game is less interessant than GS 2.0 : GS 2.0 is exactly what it was needed for this kind of mod, excepted on or two little details things. So, the OTHER WAR MOD will stay in GS 2.0 version for eternity 8)


Installation : all indications are in the readme.
Take care : you have to save your GRAND STRATEGY MOD folder somewhere before to install the mod. Then, you will have just to re-copy this saved folder in the game directory if you want later to restablish your original files

This solution is a little bit "barbare", not very sophisticated, but very fast, efficient and simple, without possibility of errors manipulations = everybody may do that, not needed to use a complexe system of 2 different folders installations (the folders organization in MH-CEAW + GS 2.0 is already complex, I want not to add more for users)


DIPLOMACY SYSTEM FOR OTHER WAR MOD


In addition : I created a little diplomatic system that allows players to create (in 2 minutes of time) big scenarios with lot of countries at war (at start, or later during the war)

Link to download :
http://dl.free.fr/uGe9fMvcM

This system allows to give some advantages to a side (black side or red side). It works with "diplomacy decisions" of players (and in some case, with 10/15% of luck)
This system works with a bmp image and a readme file (Word), and uses the informatic roll dice provided in the mod.

This diplomacy system is ready to play, but may be also modified by players, depending of what they want to do with their special scenarios
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

Text of Advanced diplomacy system readme :

ADVANCED DIPLOMACY SYSTEM


This system allows you to introduce some diplomacy elements in your games, with MH-CEAW GS 2.0 / OWM

It’s very interssant if you want to create a big scenario, with lot of countries at war during the game (at start, or later)

At the start of a war :

1 - Each side has 24 diplomatic jockers
2 – All countries in Europe have a diplomatic statut : you must decide what it will be and use the provided image map to set the diplomacy situation in Europe for each country = Strict neutrality (white), friendly neutrality for a side (light grey or light red), “at war” in a side (dark red or dark grey)

Territory (homeland) and units of neutral countries (strict neutrality or friendly neutrality) mays NOT be used by any side.

Before to play his turn, each side may (no obligation) do 1 ( and only 1) diplomacy action, to change the statut of a country (free choice). The change must concern only 1 step (i.e : from strict neutrality to red side friendly neutrality ; from red side friendly neutrality to at war in red side ; from red side friendly neutrality to strict neutrality ; etc

i.e : if Russia is in strict neutrality, black (or red) side may use, before his own turn, to use diplomacy action to modify the russian statut to “friendly neutrality” for his side. Before his own turn, the other side will may do the same for Russia or other country (free choice). If it choices Russia, he may use diplomacy to restablish strict neutrality for Russia, etc.


But this rule must always be followed :

Before to use diplomacy process, the concerned side must announce what diplomatic
action he vants to do and the concerned country. Then it must lunch the informatic dice
(0-6)

If 0 : the diplomatic action it wanted to do may occur, but it must pay 2 diplomacy jockers for that. If it decides
finaly to not do the diplomacy action, this side must give 1 diplomacy jocker to the opponent side.

If 1 : the diplomatic action it wanted to do may occur, but it must pay 2
diplomacy jockers for that. If he decide finaly to not do the diplomacy action, this
side must lost 1 diplomacy jocker (this diplomacy jocker is lost for nothing, but not given to the opponent).

If 2 : the diplomatic action it wanted to do may occur, and it has no any
diplomacy jocker to pay for that (lucky !). If it decides finaly to not do the concerned
diplomacy action, it gets 1 free diplomacy jocker as “special bonus” (note : this free bonus is not given by the opponent side).

If 3,4,5 or 6 : the diplomatic action it wanted to do may occur, and it has to pay the normal “price” for that = 1 diplomacy jocker.



Note : When a dice result is considered as too bad for a side (free appreciation by this side), the concerned side may choice total annulation of the dice result (he has now the right to lunch the informatic dice again). But for that, it must pay the big price : One of his “friendly neutrality” countries must immediatly return to a “strict neutrality”, or (free choice) one of the “strict neutrality” countries must advance in “friendly neutralitry” for opponent side. Every political/diplomatic decision means some risk... 

This special faculty to lunch the dice again may be used only 1 time by turn for each side

When a country enters at war as effect of diplomacy action, the opponent side must do a DOW to this country during his next turn

Image

Screen of a fantasy start situation : all countries in Europe have a diplomatic position : strict neutrality, friendly neutrality for red side, friendly neutrality for black side, or "at war" in black/red side.
Image

All evolutions if the diplomatic situation may occurs, depending of players decisions. With more 20 countries in the game, the number of diplomatic situations at start and during the war is very high : even if you choice to play the same scenario 1,2,3 times etc, you will each time encounter different situation depending of what you have setted in the diplomacy and what it will occur by decisions of players during war.

This fact is the reason why I said that developpers of MH-CEAW had gold in hands, but they have not seen this gold :roll: : their game could have been the best PC wargame tool never made in the PC wagame history : each game would have been different : with only one game, you would have been able to create an infinite number of different situations : it's a pity to see that the game is actualy limited, ant that a poor little alone cow-boy moddeur has to do hard work in the far-west :mrgreen:
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

Note : After using the mod, or after using the normal GS 2.0, you will have to erase the folder named CEAW_INI in your “My_Documents” folder (then, the game will automatically restablish the normal introduction screens, or will restablish the OWM introduction screens, depending of case). It has no importance for the game itself, it’s just “esthetic” detail : better to have the correct introduction screens for each version of the game.
Last edited by welk on Sat Feb 11, 2012 3:09 pm, edited 1 time in total.
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by avoran »

I'm curious: who else out there is playing (or willing to play) these scenarios? I'm wondering if it's worth the trouble of installing the mod or not :)
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

Me :mrgreen:

I have to say that I know this welk guy from some years and that he's a pretty good modder :twisted:

Don't be afraid, it will take 5 mn of installation (just to unzip the file after renaming or saving the original GS folder) your PC will not be aflame as effect of installation :mrgreen:
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by Lexmanbis »

Thanks Welk for your work, i have afew questions though on how to start using it :

where do i drop the files after i downloaded them?

To start the game i use the CEAW Grand Strategy icon?

I'm on mac and i see in your files an exec file?

Thanks for any possible technical help!
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

Lexmanbis wrote:Thanks Welk for your work, i have afew questions though on how to start using it :

where do i drop the files after i downloaded them?

To start the game i use the CEAW Grand Strategy icon?

I'm on mac and i see in your files an exec file?

Thanks for any possible technical help!

1-After unzipped, you get a folder named Grand Strategy Mod (under windows) : exactly the same nam as the original GS folder in the game. You have to save a copy of your original Grand Strategy Mod folder somewhere on your PC. But you must NOT move or rename this folder (I did a little mistake above)

Then you just copy the Grand Strategy Mod folder of the mod in the game directory, at the same place : all original files will be replaced by the files of the mod. You run then the GS 2.0 exe file of the Grand Strategy Mod folder of the mod, and game starts (exactly as is you were playing the normal game with GS 2.0).

I did a mistake with my tip in precedent post (concerning the renaming of folders), because I wanted first to include the exe files in my mod folder to simplify the process for players, but it would be too heavy for uploading and as player, I said to me that have probably not the right to diffuse a exe file (just txt and images files for modding work)= I have erased the wrong tip in the post above.

2- To start the game (in the Grand Strategy Mod folder of the mod, placed in the game directory in place of the original GS folder), you have to use the exe file named "Play Commander - Europe at War Gold Grand Strategy" =exactly the same exe file you use to play GS 2.0

No pb for techn. help : ask me if difficulty (but I never seen a Mac :mrgreen: )
Please, see the entire readme before to install and to use (redme contents some explanations about how install and use the mod)

PS : after your installation with Mac, could you write please a little notice "How to install on Mac version", and I will join this notice to the readme of my mod, for the Poor infortunate players who have a Mac in place of the good PC of Mister Billy-the-Gate :mrgreen:
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by Lexmanbis »

Hm an exec file is uncompatible with Mac i fear, damn i surely would have liked to try your alternative out

I'll check it out tomorrow when i have some more time!
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

No pb with that, I am pretty sure that you can use the mod with your Mac : there is NO exe file in my mod, it was a mistake, just images files (PNG) and txt files, no other things. I wanted include first exe file in the mod, but I did finally not : so, if images PNG and txt files are the same for the both versions CEAW (Mac and PC), I think the mod will work correctly.

In the badest case, perhaps you will have to move maually the files in your game folder, that's all.
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Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by pk867 »

Hi,

You have to duplicate your CEAW for Mac and rename that copy. Use that version to add the files.(ie. text and image files)

You have to Show contents and bury down into the folders to find the text files and images. As for class files there are specific differences between some of the Mac and PC files. That is why the Mac CEAW version (1.06) is not cross platform compatible.The original version is still under the EULA from Freeverse. The class files are very hard to because of the nature the way the files were created for Mac.
welk
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 294
Joined: Sat Sep 08, 2007 11:56 am

Re: OTHER WARS : COMPLETE MOD FOR MH-CEAW NOW AWAILABLE

Post by welk »

Thanks for infos :wink:

Here is the new diplomatic system, worked for the 3.1 version of the mod :


ADVANCED DIPLOMACY SYSTEM
(complete new version for OWM 3.1)


This system allows you to introduce some diplomacy process in your games, with MH-CEAW GS 2.0 / OWM

It’s very interessant if you want to create a big scenario, with lot of countries at war during the game (at start, or later). This system works for 80% with decision of players during the game, and for 20% with some luck.

You may combine this global diplomacy system with your own diplomatic situation choices (i.e : you may decide that a country will enter in war at a special date : turn 6 or 7, etc, or if some conditions are full, and that this country will not be affected by the global diplomacy system)



DESCRIPTION OF THE GLOBAL DIPLOMACY SYSTEM


At the start of a war :

1 - Each side receive 12 to 48 diplomatic jockers (players choice the number they want, and may decide that a side will have more or less jockers than other side)
2 – All countries in Europe have a diplomatic statut : you must decide what it will be and use the provided image map to set the diplomacy situation in Europe for each country = 7 possible starting positions :


At war in Black side
Friendly no belligerent for Black side
Friendly neutrality for Black side
Strict neutrality (white)
Friendly neutrality for Red side
Friendly no belligerent for Red side
At war in Red side


Territory (homeland) and units of neutral countries or no belligerent countries (including friendly countries) may NOT be used by any side.

3 – At the beginning of his own turn, each side plays a “diplomatic phase”, that consist to pay diplomatic actions with his diplomacy jockers.
During his diplomatic phase, each side may (no obligation) do 1,2 or 3 (free choice, but 3 is the max) diplomacy actions, to change the statut of a country (free choice). A diplomatic action consists to change the diplomatic position of a country, for 1 step. A country may not be changed for more than 2 diplomatic steps during a diplomatic phase.




For each diplomatic action the “in action” side want to do during his diplomatic phase, this process is followed :


1- The “in action” side must announce what country will be concerned by the projeted action.

If the projeted actions concerns :

* A country that is not a Great power and that have not been modified in diplomacy during the diplomatic phase of the opponent : the “in action side” receives 1 diplomacy Jocker as bonus

* A country that is a great power or a country that have been in diplomacy during the diplomatic phase of the opponent : the “in action” side must pay 1 diplomacy Jocker (*)

* A country that is a Great power and that have been modified in diplomacy during the diplomatic phase of the opponent : the “in action side” must pay 2 diplomacy jockers (*)


(*) Important precision : This first payment occurs in addition of what it will be paid/lost after result of the dice.
Great powers list : Uk, Russia, France, Germany, Italy, Poland, Spain


2 - The “in action” side may lunch the informatic dice (1-8).


DICE RESULT AND EFFECTS

If 1 : the diplomatic action it wanted to do may occur, but it must pay 3 diplomacy jockers for that. If it decides finaly to not do the diplomacy action, this side must make a choice : to give 1 diplomacy jocker to the opponent side, or lose 2 diplomacy jockers (lost for nothing).

If 2 : the diplomatic action it wanted to do may occur, but it must pay 2
diplomacy jockers for that. If it decides finaly to not do the diplomacy action, this
side must lose 1 diplomacy jocker (this diplomacy jocker is lost for nothing, but not
given to the opponent).

If 3 : the diplomatic action it wanted to do may occur, and it has no any
diplomacy jocker to pay for that (lucky !). In addition, after this action, the concerned
lucky side receives 1 free diplomacy jocker as “special bonus” (note : this free bonus
is not given by the opponent side).


If 4,5,6,7 : the diplomatic action it wanted to do may occur, and it has to pay for that =
1 diplomacy jocker.


If 8 : The “in action” side may not do any diplomatic action during his turn (but it does
not lose any diplomacy Jocker, except the 1 jocker it has paid to lunch the dice (this
jocker stays lost)



Notes :

1°/ When a dice result is considered as too bad for a side (free appreciation by this side), the concerned side may choice total annulation of the dice result (he has now the right to lunch the informatic dice again). But for that, it must pay the big price : it must accept that one country in Europe changes in diplomatic situation for 1 step, in his defavor (it choices the concerned country). Note this process may conduct a country “at war” with the concerned side.
This special faculty to lunch the dice again may be used only 1 time by turn for each side. So, the side who choice to pay the price to lunch again the informatic dice must face to consequences of this second roll dice, without possibility to contest this second result.

2°/ When a dice result is considered as too good for the “in action side” by the opponent side (free appreciation), this opponent may ask (1 time max during the diplomatic phase of the “in action side) for annulation of the dice result. But for that, it must pay 1 diplomacy jocker. The “in action” side must lunch again the dice and this second result dice may not be contested (except if the “in action” side is in order to use the 1° possibility).

3°/ During his diplomatic phase, a side may get again diplomacy jockers. To get again a diplomacy jocker, the concerned side must accept that one country in Europe change in diplomatic situation for 1 step, in his defavor (it choice the concerned country). Note this process may conduct a country “at war” with the concerned side. Max 3 diplomacy jockers may be recovered by this way during a diplomatic phase.

Note : actions that can not be paid before to intervene may not intervene


When a country comes “at war” in a side, the diplomatic position of this country becomes absolutly definitive : it may not be modified later by action of opponent side.

When a country enters at war as effect of diplomacy action, the opponent side must do a DOW to this country during his next turn

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