Ok fixed it, in the launcher I ticked Windows Graphics scaling and it fixed the issue. Oh but now this is happening? This is a bit frustrating. I've never had these problems before with this mod or any mod for that matter.Akkula wrote: ↑Fri Jul 21, 2023 9:48 pm Hello Thunderhog,
Weird, I didn't experience that issue in any of my tests. If you already tried a fresh game installation, maybe is related to your display resolution?. Did you try to change it and see what happens?
I'll think about this and see if I can come up with some new ideas.
Best regards,
Akkula.,
Modern Conflicts 2.15 (RELEASED)
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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Re: Modern Conflicts 1.9 (RELEASED)
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Re: Modern Conflicts 1.9 (RELEASED)
Did you apply patch 1.32?. Blank screen is typically related to that (in my mod).
Hope it helps.
Best regards,
Akkula.
Hope it helps.
Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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Re: Modern Conflicts 1.9 (RELEASED)
So after finally playing the new Turkish campaign I noticed in the mission Impending storm a city is called Tarlabasi but Tarlabasi is in western Turkey, not the east. Just odd, really enjoying this campaign, especially if you want to be squirrely and attack the US and Syrians in the first two missions.
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Re: Modern Conflicts 1.9 (RELEASED)
Have to say thank you for this amazing work and mod. You literaly gave a second life to this game, making me able to play numerous more hours on it.
A little suggestion for Poland tank tree that you might use in further updates : PT-91 seems to be both overpriced and underperforming. It's barely better than T-72M1 while costing 110 credits or so more than it. Imho its stats should be more like Leo 2A4 or T-72BA. In any case, IRL Twardy has a far better equipments and technology than T-72M/M1.
Also as some nations have prototype units, you could add PT-91M2, a huge upgrade project for Twardy. Having indigineous units is always fun I think.
Anyways thank you so much again and keep going !
A little suggestion for Poland tank tree that you might use in further updates : PT-91 seems to be both overpriced and underperforming. It's barely better than T-72M1 while costing 110 credits or so more than it. Imho its stats should be more like Leo 2A4 or T-72BA. In any case, IRL Twardy has a far better equipments and technology than T-72M/M1.
Also as some nations have prototype units, you could add PT-91M2, a huge upgrade project for Twardy. Having indigineous units is always fun I think.
Anyways thank you so much again and keep going !

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Re: Modern Conflicts 1.9 (RELEASED)
I'm installing Modern Conflicts Mod on Steam version following instructions with Generic Mod Enabler.
After activating it I see new video intro, the menu is changed to Modern Conflict theme, but in the list of campaigns and missions I see old WW2 stuff. When I click on them one of the modern campaign starts.
Something is wrong, but I don't know what exactly.
After activating it I see new video intro, the menu is changed to Modern Conflict theme, but in the list of campaigns and missions I see old WW2 stuff. When I click on them one of the modern campaign starts.
Something is wrong, but I don't know what exactly.
Re: Modern Conflicts 1.9 (RELEASED)
Greetings Akkula.
Thank you for your excellent work. Unfortunately, I don't really get to continue building my "German mod".
It has to be done in English.
Greetings from Thuringia
HHT1 aka Hans (DMP)
Thank you for your excellent work. Unfortunately, I don't really get to continue building my "German mod".
It has to be done in English.
Greetings from Thuringia
HHT1 aka Hans (DMP)
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Re: Modern Conflicts 1.9 (RELEASED)
Will Afghanistan (Taliban) ever be brought into mods to whom did Nato give $ 85 billion worth of military toys ?
https://union.4bb.ru/viewtopic.php?id=1092&p=37#p122831
https://union.4bb.ru/viewtopic.php?id=1092&p=37#p122831
Last edited by bondjamesbond on Sat Jul 22, 2023 11:50 pm, edited 1 time in total.
https://mynickname.com/id73473


Re: Modern Conflicts 1.9 (RELEASED)
Great!Thunderhog wrote: ↑Sat Jul 22, 2023 1:22 amYep, that worked. Everything is running correctly now. Thanks for the help

I will check and fix. Thanks for the catch.Thunderhog wrote: ↑Sat Jul 22, 2023 4:04 am So after finally playing the new Turkish campaign I noticed in the mission Impending storm a city is called Tarlabasi but Tarlabasi is in western Turkey, not the east. Just odd, really enjoying this campaign, especially if you want to be squirrely and attack the US and Syrians in the first two missions.
Thank you for your kind wordsCaptainLaG wrote: ↑Sat Jul 22, 2023 8:03 am Have to say thank you for this amazing work and mod. You literaly gave a second life to this game, making me able to play numerous more hours on it.
A little suggestion for Poland tank tree that you might use in further updates : PT-91 seems to be both overpriced and underperforming. It's barely better than T-72M1 while costing 110 credits or so more than it. Imho its stats should be more like Leo 2A4 or T-72BA. In any case, IRL Twardy has a far better equipments and technology than T-72M/M1.
Also as some nations have prototype units, you could add PT-91M2, a huge upgrade project for Twardy. Having indigineous units is always fun I think.
Anyways thank you so much again and keep going !![]()

I will take a look at the Polish tanks stats, I have to admit I didn't take of the Poland nation for a long time


Thanks a lot for the suggestions.
Hi!,drunkblackstar wrote: ↑Sat Jul 22, 2023 8:12 am I'm installing Modern Conflicts Mod on Steam version following instructions with Generic Mod Enabler.
After activating it I see new video intro, the menu is changed to Modern Conflict theme, but in the list of campaigns and missions I see old WW2 stuff. When I click on them one of the modern campaign starts.
Something is wrong, but I don't know what exactly.
Are you using a "clean/fresh" game installation?. Your issue sounds like some residual mod in your game core.
I suggest you to install the game again and apply the mod again.
Don't worry my friend. I appreciate your help the last years, but I understand the time and motivation is not always there (people in this thread know about my frequent whining about this


Not in my plans for the moment. I have other ideas for the future.bondjamesbond wrote: ↑Sat Jul 22, 2023 12:16 pm Will Afghanistan (Taliban) ever be brought into fashion to whom did Nato give $ 85 billion worth of military toys ?
https://union.4bb.ru/viewtopic.php?id=1092&p=37#p122831
Thanks a lot for your suggestions and feedback guys!, nice to see everybody having a taste of this new update

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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Re: Modern Conflicts 1.9 (RELEASED)
Greetings Akkula
Another issue I have found - this goes with my mention of a typo on a Greek - Green - unit - (might be an intentional feature not sure) is that the Turkish Bell AH-1 Cobra has normal air movement instead of the Ground Air/Sea Air movement
I'd also recommend to maybe re-balance the 3rd Mission in the Turkish campaign. It was very difficult imo, I understand the point of the mission and I did complete it but it seems too difficult imo, however I am a bad player on the defense, but I suggest maybe looking into it
Also a recommendation, have you thought of being given some special units with a hero in campaigns? I'd not expect an overpowered hero like some in Grand Campaign but special units, a special hero or both together could be useful and fun.
Another recommendation I had in mind (I used this myself one time some time ago by editing the equipment file) to add 1 range to some bomber units (that is Helicopter-Jets-Drones) (also yeah previously I edited so drones (and Sea Harrier) have a range of 1 so they could attack let's say AA without being hit back but they would still be vulnerable next turn from an attack from the AA)
I'd suggest maybe looking into the stats and practical application of Sea Air planes of the US specifically, (that is F-18s) as they are beyond vulnerable from my experience (that is vulnerable in air to air combat by Russian Sea air planes - side note is that I haven't tested them out since 1.8 iirc so that might have changed, had issues w my PC and have returned to Panzer Corps as of recent)
By the way (post edit) I'd suggest maybe adding Turkish paratroopers (maybe even Syrian - they could be a special unit like I mentioned before maybe) , might give some flare to the Turkish campaign, as they are always interesting and strong units to use in Paratroop ops and in regular operations/combat.
These are just some of my thoughts and experiences that I have had with this mod - I do enjoy it very much - so hope they help you make it better.
Best regards
Another issue I have found - this goes with my mention of a typo on a Greek - Green - unit - (might be an intentional feature not sure) is that the Turkish Bell AH-1 Cobra has normal air movement instead of the Ground Air/Sea Air movement
I'd also recommend to maybe re-balance the 3rd Mission in the Turkish campaign. It was very difficult imo, I understand the point of the mission and I did complete it but it seems too difficult imo, however I am a bad player on the defense, but I suggest maybe looking into it
Also a recommendation, have you thought of being given some special units with a hero in campaigns? I'd not expect an overpowered hero like some in Grand Campaign but special units, a special hero or both together could be useful and fun.
Another recommendation I had in mind (I used this myself one time some time ago by editing the equipment file) to add 1 range to some bomber units (that is Helicopter-Jets-Drones) (also yeah previously I edited so drones (and Sea Harrier) have a range of 1 so they could attack let's say AA without being hit back but they would still be vulnerable next turn from an attack from the AA)
I'd suggest maybe looking into the stats and practical application of Sea Air planes of the US specifically, (that is F-18s) as they are beyond vulnerable from my experience (that is vulnerable in air to air combat by Russian Sea air planes - side note is that I haven't tested them out since 1.8 iirc so that might have changed, had issues w my PC and have returned to Panzer Corps as of recent)
By the way (post edit) I'd suggest maybe adding Turkish paratroopers (maybe even Syrian - they could be a special unit like I mentioned before maybe) , might give some flare to the Turkish campaign, as they are always interesting and strong units to use in Paratroop ops and in regular operations/combat.
These are just some of my thoughts and experiences that I have had with this mod - I do enjoy it very much - so hope they help you make it better.
Best regards
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Re: Modern Conflicts 1.9 (RELEASED)
Yes, I do use absolutely clear installation.
Tried it several times with the same result.
What is the proper way to install the mod? Do I have to install patch first or after mode? Do I have to paste UI folder from the patch folder, or I should paste only exe file and editor.exe?
In fact, I've tried different combinations already, nothing helped. I have Steam version and I renamed steam.exe before copypasting it and replacing original .exe file.
Re: Modern Conflicts 1.9 (RELEASED)
You can try my guide in order to prepare PzC for mods:drunkblackstar wrote: ↑Sat Jul 22, 2023 8:14 pm Yes, I do use absolutely clear installation.
Tried it several times with the same result.
What is the proper way to install the mod? Do I have to install patch first or after mode? Do I have to paste UI folder from the patch folder, or I should paste only exe file and editor.exe?
In fact, I've tried different combinations already, nothing helped. I have Steam version and I renamed steam.exe before copypasting it and replacing original .exe file.
https://www.slitherine.com/forum/viewto ... 7&t=106604
Steps 1-4 have to be completed only once.
Then you can start at step 5 for each new mod (or new install attempt).
Only step 7 is mod specific (in case of some larger mods you have to pick and choose what goes into the folder you activate using the mod enabler).
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Modern Conflicts 1.9 (RELEASED)
Wow, it helped!Locarnus wrote: ↑Sat Jul 22, 2023 8:36 pmYou can try my guide in order to prepare PzC for mods:drunkblackstar wrote: ↑Sat Jul 22, 2023 8:14 pm Yes, I do use absolutely clear installation.
Tried it several times with the same result.
What is the proper way to install the mod? Do I have to install patch first or after mode? Do I have to paste UI folder from the patch folder, or I should paste only exe file and editor.exe?
In fact, I've tried different combinations already, nothing helped. I have Steam version and I renamed steam.exe before copypasting it and replacing original .exe file.
https://www.slitherine.com/forum/viewto ... 7&t=106604
Steps 1-4 have to be completed only once.
Then you can start at step 5 for each new mod (or new install attempt).
Only step 7 is mod specific (in case of some larger mods you have to pick and choose what goes into the folder you activate using the mod enabler).
Thank you so much!
Re: Modern Conflicts 1.9 (RELEASED)
Hello Rimski.Rimski_One wrote: ↑Sat Jul 22, 2023 7:58 pm Greetings Akkula
Another issue I have found - this goes with my mention of a typo on a Greek - Green - unit - (might be an intentional feature not sure) is that the Turkish Bell AH-1 Cobra has normal air movement instead of the Ground Air/Sea Air movement
I'd also recommend to maybe re-balance the 3rd Mission in the Turkish campaign. It was very difficult imo, I understand the point of the mission and I did complete it but it seems too difficult imo, however I am a bad player on the defense, but I suggest maybe looking into it
Also a recommendation, have you thought of being given some special units with a hero in campaigns? I'd not expect an overpowered hero like some in Grand Campaign but special units, a special hero or both together could be useful and fun.
Another recommendation I had in mind (I used this myself one time some time ago by editing the equipment file) to add 1 range to some bomber units (that is Helicopter-Jets-Drones) (also yeah previously I edited so drones (and Sea Harrier) have a range of 1 so they could attack let's say AA without being hit back but they would still be vulnerable next turn from an attack from the AA)
I'd suggest maybe looking into the stats and practical application of Sea Air planes of the US specifically, (that is F-18s) as they are beyond vulnerable from my experience (that is vulnerable in air to air combat by Russian Sea air planes - side note is that I haven't tested them out since 1.8 iirc so that might have changed, had issues w my PC and have returned to Panzer Corps as of recent)
By the way (post edit) I'd suggest maybe adding Turkish paratroopers (maybe even Syrian - they could be a special unit like I mentioned before maybe) , might give some flare to the Turkish campaign, as they are always interesting and strong units to use in Paratroop ops and in regular operations/combat.
These are just some of my thoughts and experiences that I have had with this mod - I do enjoy it very much - so hope they help you make it better.
Best regards
Thanks a lot for your suggestions, I will take a look at all of them.
About the ranged naval attack for aircraft (and other intercontinental bombers), I did lots of experiments to get a proper attack from the distance... but there is no use: it's hard coded. Maybe the range:1 is the closer thing we can get. I will see how it goes into the next update.
About the F-18, I am surprised if they are performing poorly, not intended at all. I will check it.
Once again: thanks for the feedback.
Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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Re: Modern Conflicts 1.9 (RELEASED)
I am aware that the range on aircraft is hard coded, the range on some bomber units could be useful as they could attack an AA installation or something with AA and get not damage back in the player's turn (but could in the AI)Akkula wrote: ↑Tue Jul 25, 2023 2:53 amHello Rimski.Rimski_One wrote: ↑Sat Jul 22, 2023 7:58 pm Greetings Akkula
Another issue I have found - this goes with my mention of a typo on a Greek - Green - unit - (might be an intentional feature not sure) is that the Turkish Bell AH-1 Cobra has normal air movement instead of the Ground Air/Sea Air movement
I'd also recommend to maybe re-balance the 3rd Mission in the Turkish campaign. It was very difficult imo, I understand the point of the mission and I did complete it but it seems too difficult imo, however I am a bad player on the defense, but I suggest maybe looking into it
Also a recommendation, have you thought of being given some special units with a hero in campaigns? I'd not expect an overpowered hero like some in Grand Campaign but special units, a special hero or both together could be useful and fun.
Another recommendation I had in mind (I used this myself one time some time ago by editing the equipment file) to add 1 range to some bomber units (that is Helicopter-Jets-Drones) (also yeah previously I edited so drones (and Sea Harrier) have a range of 1 so they could attack let's say AA without being hit back but they would still be vulnerable next turn from an attack from the AA)
I'd suggest maybe looking into the stats and practical application of Sea Air planes of the US specifically, (that is F-18s) as they are beyond vulnerable from my experience (that is vulnerable in air to air combat by Russian Sea air planes - side note is that I haven't tested them out since 1.8 iirc so that might have changed, had issues w my PC and have returned to Panzer Corps as of recent)
By the way (post edit) I'd suggest maybe adding Turkish paratroopers (maybe even Syrian - they could be a special unit like I mentioned before maybe) , might give some flare to the Turkish campaign, as they are always interesting and strong units to use in Paratroop ops and in regular operations/combat.
These are just some of my thoughts and experiences that I have had with this mod - I do enjoy it very much - so hope they help you make it better.
Best regards
Thanks a lot for your suggestions, I will take a look at all of them.
About the ranged naval attack for aircraft (and other intercontinental bombers), I did lots of experiments to get a proper attack from the distance... but there is no use: it's hard coded. Maybe the range:1 is the closer thing we can get. I will see how it goes into the next update.
About the F-18, I am surprised if they are performing poorly, not intended at all. I will check it.
Once again: thanks for the feedback.
Best regards,
Akkula.
I tested it with drones and they aren't OP, I tested it with naval helicopters as more often than not the damage prediction will be 4 to 1 or 4/3 to 0
The only good Naval Aircraft I have used were French ones (excluding the All Air 2 range fighters of F-35 and F-22/YF-23)
All others were beyond fragile and weak.
Not sure if you have fixed the issue either but in the Crimean Landing mission after the Russian attack mission, aircraft used to not be able to be deployed at that airfield after taking over the airfield. That is a response up until MdC 1.8 as I haven't played the NATO campaign in MdC 1.9
Best regards
Re: Modern Conflicts 1.9 (RELEASED)
Hi Rimski,
Don't remember the issue about the airfield. I will take a look at it, and fix if needed.
Thanks for the catch and the previous feedback, its most welcome
Best regards,
Akkula.
Don't remember the issue about the airfield. I will take a look at it, and fix if needed.
Thanks for the catch and the previous feedback, its most welcome

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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Re: Modern Conflicts 1.9 (RELEASED)
Hello Akkula,
I am currently playing your scenario on Europe vs Russia.
The laps are very long but it is a real pleasure.
I noticed that you included a lot of nations but this poses a problem for the use of airfields. Some are neutral while one can use the nation. This causes some aircraft to run out of fuel!
exemple : slovakia, Austria, Montenegro, Sweden, Danemark.....
But it's just a detail.
Bravo for your work.
Best regards
yves
I am currently playing your scenario on Europe vs Russia.
The laps are very long but it is a real pleasure.
I noticed that you included a lot of nations but this poses a problem for the use of airfields. Some are neutral while one can use the nation. This causes some aircraft to run out of fuel!
exemple : slovakia, Austria, Montenegro, Sweden, Danemark.....
But it's just a detail.
Bravo for your work.
Best regards
yves
Re: Modern Conflicts 1.9 (RELEASED)
Found and fixedRimski_One wrote: ↑Tue Jul 25, 2023 10:03 am Not sure if you have fixed the issue either but in the Crimean Landing mission after the Russian attack mission, aircraft used to not be able to be deployed at that airfield after taking over the airfield.

Hello Yves!,glaude1955 wrote: ↑Sun Jul 30, 2023 3:26 pm Hello Akkula,
I am currently playing your scenario on Europe vs Russia.
The laps are very long but it is a real pleasure.
I noticed that you included a lot of nations but this poses a problem for the use of airfields. Some are neutral while one can use the nation. This causes some aircraft to run out of fuel!
exemple : slovakia, Austria, Montenegro, Sweden, Danemark.....
But it's just a detail.
Bravo for your work.
Best regards
yves
Thanks a lot for your kind words

Yes, the issue with some airfields is on my "to fix" list. I will definitely deal with it by update 1.95, yy aim is to remove the WIP status in the coming update, so crossing fingers.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
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Re: Modern Conflicts 1.9 (RELEASED)
Greetings Akkula
Just played through the NATO Campaign again, Syrian campaign (just finished it), Turkish one and played but never finished the North Africa campaign (for now)
Here are some issues I found
- (Syria) T-72AV to T-72B2 Rogatka/T-72B3, T-72B3 to T-72B2 upgrades are full cost (not sure if intentional)
- 8th Syrian Infantry (15,21) in the first mission has a land transport (BTR-50PU) but it has no affect upon the unit (not sure what the issue is, as you can go into the upgrade section with that unit and you can purchase the same land transport and it will work)
- 2S4 Tylupan (Syrian) has it's battle mode on but it retains it's movement (I presume it is not intentional)
- Scenario Deir ez-Zor 2014 is prone to crashing when spawning the transport aircraft (not every time but more often than not)
- I'd also personally add maybe a few NDF militia units, but that is just something that popped into my mind right now
- Scenario Hama, minefields are necessary to be destroyed for DV, and although it isn't an issue to mass use aircraft/arty that have nothing else to do to destroy minefields (for me at least) but some might have issue with it
- Scenario Homs (offensive towards Palyrma) Isareli planes haven't attacked the Supply depot and focus on the destruction of artillery most of the time, in my own expirience
- Maybe add Russian Sappers to these mission(s) (or a Syrian sapper-esque unit)
- Scenario Palyrma, although a bit annoying (but I can live beyond it, but some might also have issue with this) some softer units can be destroyed very easily even with artillery support, ie often BMPs or some Infantry unit has a decent chance to be destroyed in the early turns
- Last Scenario of Syria I failed the mission even though Russian aircraft weren't in the non exclusion zone (close to the airport) - but I have finished it before multiple times, just to mention to maybe check the zones in the editor
- NATO 05 has no air transport (which is the scenario when you get Paratroopers and you also get 3 airbourne units)
- NATO 06 I won't critique much about the Polish unit as you have stated you'd fix them and expand them
- NATO 06 This might be subjective but the Russian forces seem to be too strong and often necessitate Tank spam (not full tank deployment but using a lot of them) - I am saying this might subjective as I am not the *best* player on defense - the way you'd redesign the mission, if you will redesign it, I leave it up to you,
- NATO 07 This mission might need a few more turns to it, personally, but I think the mission would be made easier with the coastal airfield fix (and perhaps x core increase) and a tweak in the US Sea aircraft (which are only available for this mission)
- NATO 10 German MIM-104F (AA) It is purchased in transport mode not defense-attack mode
- B1 Centauro is a bit too fragile imo, perhaps add a unit of B1 Centauro that can be upgraded to later that is more expensive and more armoured
- Special note for the PT-91 (too expensive without much to give to it as someone noted to it before, but you already mentioned that you will expand on Poland)
- NATO 13 I'd suggest maybe adding fortification hexes on the French positions and/or just adding some entrenchment
- NATO 18 Too small core deployment as there are too many enemy aircraft and too many ground units to combat plus the issue of Mig 2 range aircraft would render any anti ship aircraft useless and easily destroyed, my honest recommendation for it is to either change the mission more terrain wise and or to expand the core, whatever it is up to you but the issue is that everything is against the player, too little time with too little units to combat too many units.
- Same scenario, forgot to check but after a capture of a naval air base the game is sometimes prone to crashing (1 out of 3-4 times)
- NATO 19, although mundane on 9,22 there is a unit in a Belarus city called Belarus Infantry but with a Russian flag (nothing big but it is a funny easter egg thingy imo)
- NATO 20 Smolensk is way too vulnerable and I'd suggest maybe changing a bit on core deployment hexes
- NATO 21 Smolensk specifically is way too vulnerable again ngl, for both scenarios I'd suggest fortification positions and or more entrenchment points on units
- NATO 22 (German) IRIS (like MIM-104F) that can be purchased are purchased in transport mode instead of attack mode
- Panther KF51 is purchasable as a unit, but they aren't available even in the deployment turn of the last mission
- Turkey 01 12,4 is a clear hex but has a fortification hex overlay on it
- Turkey 03, as said in a previous post is personally too difficult, most defense missions are too difficult and push the player for tank spam, but it might be because I might be a bad defense player, I'd suggest play testing yourself or by some people (perhaps add fortification hexes for the Turks/Azeris? just a suggestion) + Azeris are way too vulnerable
- Turkey Boiling Point mission (forgot which number it is, stopped counting my bad) it would benefit from a Turkish mountain unit or paratroopers (as Special Forces aren't available yet)
- Turkey Unavoidable mission (First Greek-Turkish Scenario) would benefit from the availability of Turkish Sea Helicopters, and some fortification positions
- Turkey On the Edge mission I'd suggest to tone down the *initial* turn of the Greeks as they are too excessive imo, but it isn't as difficult as the earlier defense missions
- Turkey Island Hop and Lesbos Island scenario, nothing bad to say, very nice scenario and I enjoyed them both
- Turkey Unfinished business mission I have some issues with core troops deployment hexes and attacks seem too harsh and pushes the player to deploy much more tanks (but might be an issue of me being a bad defense player)
- T-107 (Rocket Artillery) has Movement Type: Wheeled and has no availability to purchase transport for it (I'd also suggest maybe that you should be able to purchase it much earlier in the campaign)
- Hisar-O is purchasable in transport mode not in attack mode
I will not got in depth with the Russian Campaign as I will replay it in the current form, even though I already played it beforehand in previous version(s)
- I'd suggest a restructuring or play testing Russia 06 mission
- Tylupan (Russian) also has the same thing as the Syrian one
- Russia 10 NATO has the initiative, I'd suggest either fortifications or giving the initiative aka first turn to Russia as it is a huge task to set up units to minimize loss, and combat a lot of superior units immediately, but that is just my thought
- Saratov is a fun mission and I enjoyed it beforehand but perhaps expand the core a bit so that an airbourne operation isn't putting straints on the deployment of units on the west
- Russia 14 was way too demanding and destructive and should be slightly tweaked imo,
- I'd also suggest tweaking the Mig series (not the stealth/2 range mig) as often it would insentivise the player to upgrade to Sukhois and keep them rhather than have some migs in it's arsenal as they are way too fragile and insufficient until Mig-35
- The Ariete tank series are full price when upgrading to each other
- First North Africa missions are very good and interesting due to lack of armour in them, and enjoy them, Mersa El Bregha should be maybe changed a bit, it pushes the player once again to tank spam, and it doesn't help much that the Allies have very very superior tanks as Challenger I and IIs always remain dangerous with Challenger Is falling off as the campaign progresses
- El Alamein Siege and El Alamein should maybe be tweaked and play tested
- German AA in this campaign has the same issue as mentioned before
- A Suggestion I'd have is also to perhaps add some unique Raid missions where paratrooped units are predominantly or exclusively used, with perhaps even a chance to capture enemy equiptment (like in the vanilla game with Grand Campaign, US Corps etc)
- Also perhaps give the Sappers the ability to destroy mines in one go like Engineers in the Vanilla game
-Italian RPG units can destroy mines, not sure if intentional or not
These are all the issues and discrepancies I have found with some following their critique
Love the mod, still do, hope it becomes much better and best regards
Just played through the NATO Campaign again, Syrian campaign (just finished it), Turkish one and played but never finished the North Africa campaign (for now)
Here are some issues I found
- (Syria) T-72AV to T-72B2 Rogatka/T-72B3, T-72B3 to T-72B2 upgrades are full cost (not sure if intentional)
- 8th Syrian Infantry (15,21) in the first mission has a land transport (BTR-50PU) but it has no affect upon the unit (not sure what the issue is, as you can go into the upgrade section with that unit and you can purchase the same land transport and it will work)
- 2S4 Tylupan (Syrian) has it's battle mode on but it retains it's movement (I presume it is not intentional)
- Scenario Deir ez-Zor 2014 is prone to crashing when spawning the transport aircraft (not every time but more often than not)
- I'd also personally add maybe a few NDF militia units, but that is just something that popped into my mind right now
- Scenario Hama, minefields are necessary to be destroyed for DV, and although it isn't an issue to mass use aircraft/arty that have nothing else to do to destroy minefields (for me at least) but some might have issue with it
- Scenario Homs (offensive towards Palyrma) Isareli planes haven't attacked the Supply depot and focus on the destruction of artillery most of the time, in my own expirience
- Maybe add Russian Sappers to these mission(s) (or a Syrian sapper-esque unit)
- Scenario Palyrma, although a bit annoying (but I can live beyond it, but some might also have issue with this) some softer units can be destroyed very easily even with artillery support, ie often BMPs or some Infantry unit has a decent chance to be destroyed in the early turns
- Last Scenario of Syria I failed the mission even though Russian aircraft weren't in the non exclusion zone (close to the airport) - but I have finished it before multiple times, just to mention to maybe check the zones in the editor
- NATO 05 has no air transport (which is the scenario when you get Paratroopers and you also get 3 airbourne units)
- NATO 06 I won't critique much about the Polish unit as you have stated you'd fix them and expand them
- NATO 06 This might be subjective but the Russian forces seem to be too strong and often necessitate Tank spam (not full tank deployment but using a lot of them) - I am saying this might subjective as I am not the *best* player on defense - the way you'd redesign the mission, if you will redesign it, I leave it up to you,
- NATO 07 This mission might need a few more turns to it, personally, but I think the mission would be made easier with the coastal airfield fix (and perhaps x core increase) and a tweak in the US Sea aircraft (which are only available for this mission)
- NATO 10 German MIM-104F (AA) It is purchased in transport mode not defense-attack mode
- B1 Centauro is a bit too fragile imo, perhaps add a unit of B1 Centauro that can be upgraded to later that is more expensive and more armoured
- Special note for the PT-91 (too expensive without much to give to it as someone noted to it before, but you already mentioned that you will expand on Poland)
- NATO 13 I'd suggest maybe adding fortification hexes on the French positions and/or just adding some entrenchment
- NATO 18 Too small core deployment as there are too many enemy aircraft and too many ground units to combat plus the issue of Mig 2 range aircraft would render any anti ship aircraft useless and easily destroyed, my honest recommendation for it is to either change the mission more terrain wise and or to expand the core, whatever it is up to you but the issue is that everything is against the player, too little time with too little units to combat too many units.
- Same scenario, forgot to check but after a capture of a naval air base the game is sometimes prone to crashing (1 out of 3-4 times)
- NATO 19, although mundane on 9,22 there is a unit in a Belarus city called Belarus Infantry but with a Russian flag (nothing big but it is a funny easter egg thingy imo)
- NATO 20 Smolensk is way too vulnerable and I'd suggest maybe changing a bit on core deployment hexes
- NATO 21 Smolensk specifically is way too vulnerable again ngl, for both scenarios I'd suggest fortification positions and or more entrenchment points on units
- NATO 22 (German) IRIS (like MIM-104F) that can be purchased are purchased in transport mode instead of attack mode
- Panther KF51 is purchasable as a unit, but they aren't available even in the deployment turn of the last mission
- Turkey 01 12,4 is a clear hex but has a fortification hex overlay on it
- Turkey 03, as said in a previous post is personally too difficult, most defense missions are too difficult and push the player for tank spam, but it might be because I might be a bad defense player, I'd suggest play testing yourself or by some people (perhaps add fortification hexes for the Turks/Azeris? just a suggestion) + Azeris are way too vulnerable
- Turkey Boiling Point mission (forgot which number it is, stopped counting my bad) it would benefit from a Turkish mountain unit or paratroopers (as Special Forces aren't available yet)
- Turkey Unavoidable mission (First Greek-Turkish Scenario) would benefit from the availability of Turkish Sea Helicopters, and some fortification positions
- Turkey On the Edge mission I'd suggest to tone down the *initial* turn of the Greeks as they are too excessive imo, but it isn't as difficult as the earlier defense missions
- Turkey Island Hop and Lesbos Island scenario, nothing bad to say, very nice scenario and I enjoyed them both
- Turkey Unfinished business mission I have some issues with core troops deployment hexes and attacks seem too harsh and pushes the player to deploy much more tanks (but might be an issue of me being a bad defense player)
- T-107 (Rocket Artillery) has Movement Type: Wheeled and has no availability to purchase transport for it (I'd also suggest maybe that you should be able to purchase it much earlier in the campaign)
- Hisar-O is purchasable in transport mode not in attack mode
I will not got in depth with the Russian Campaign as I will replay it in the current form, even though I already played it beforehand in previous version(s)
- I'd suggest a restructuring or play testing Russia 06 mission
- Tylupan (Russian) also has the same thing as the Syrian one
- Russia 10 NATO has the initiative, I'd suggest either fortifications or giving the initiative aka first turn to Russia as it is a huge task to set up units to minimize loss, and combat a lot of superior units immediately, but that is just my thought
- Saratov is a fun mission and I enjoyed it beforehand but perhaps expand the core a bit so that an airbourne operation isn't putting straints on the deployment of units on the west
- Russia 14 was way too demanding and destructive and should be slightly tweaked imo,
- I'd also suggest tweaking the Mig series (not the stealth/2 range mig) as often it would insentivise the player to upgrade to Sukhois and keep them rhather than have some migs in it's arsenal as they are way too fragile and insufficient until Mig-35
- The Ariete tank series are full price when upgrading to each other
- First North Africa missions are very good and interesting due to lack of armour in them, and enjoy them, Mersa El Bregha should be maybe changed a bit, it pushes the player once again to tank spam, and it doesn't help much that the Allies have very very superior tanks as Challenger I and IIs always remain dangerous with Challenger Is falling off as the campaign progresses
- El Alamein Siege and El Alamein should maybe be tweaked and play tested
- German AA in this campaign has the same issue as mentioned before
- A Suggestion I'd have is also to perhaps add some unique Raid missions where paratrooped units are predominantly or exclusively used, with perhaps even a chance to capture enemy equiptment (like in the vanilla game with Grand Campaign, US Corps etc)
- Also perhaps give the Sappers the ability to destroy mines in one go like Engineers in the Vanilla game
-Italian RPG units can destroy mines, not sure if intentional or not
These are all the issues and discrepancies I have found with some following their critique
Love the mod, still do, hope it becomes much better and best regards
Last edited by Rimski_One on Mon Jul 31, 2023 3:38 pm, edited 1 time in total.
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- Corporal - Strongpoint
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Re: Modern Conflicts 1.9 (RELEASED)
Those mentioned nations are but aren't on your side per say, ie capturing cities with them isn't considered "yours", you can capture locations occupied by those mentioned nations by other nations ie the nations that are very well fleshed out, ie you can capture Vienna, the airfield next to it, Prague Stockholm etc via Germany, Croatia, Italy and co and they will work like they are supposed to. You can use their units but you cannot use objectives captured by those mentioned nations,glaude1955 wrote: ↑Sun Jul 30, 2023 3:26 pm Hello Akkula,
I am currently playing your scenario on Europe vs Russia.
The laps are very long but it is a real pleasure.
I noticed that you included a lot of nations but this poses a problem for the use of airfields. Some are neutral while one can use the nation. This causes some aircraft to run out of fuel!
exemple : slovakia, Austria, Montenegro, Sweden, Danemark.....
But it's just a detail.
Bravo for your work.
Best regards
yves