Playing Grand Campaign with the 4-unit rule

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DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

jaywalker32 wrote: Fri Jul 05, 2024 6:16 pm
DerPz wrote: Fri Jul 05, 2024 3:05 pm I think that the equipment.pzeqp file needs to be made some changes to adjust it more towards the historical taste, for example: leaving the same availability dates, you can exchange the Sturmpanzer I for the 15 cm sFH18 artillery and in transport add that it be towed only by the Sdkfz 7.
I do not even want to try and make modifications to the pzeqp files! I will surely make a mess of it. I am content to make use of eqp files modded by the more expert players. My particular favourite, and the one I use most often, is the Amulet mod as I particularly like the ability of many units to switch functions. I prefer to try and organize my units along historical lines as far as possible, accepting the fact that the types of equipment that are available will have an effect on what is feasible. But, after all, it's a game and I do the best I can with what I have. :o

What do you think about that file?
https://mega.nz/file/O9AmwJBD#BxP3GJ6Mv ... 3gxfVLNRuA
jaywalker32
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Re: Playing Grand Campaign with the 4-unit rule

Post by jaywalker32 »

DerPz wrote: Fri Jul 05, 2024 6:39 pm
jaywalker32 wrote: Fri Jul 05, 2024 6:16 pm
DerPz wrote: Fri Jul 05, 2024 3:05 pm I think that the equipment.pzeqp file needs to be made some changes to adjust it more towards the historical taste, for example: leaving the same availability dates, you can exchange the Sturmpanzer I for the 15 cm sFH18 artillery and in transport add that it be towed only by the Sdkfz 7.
I do not even want to try and make modifications to the pzeqp files! I will surely make a mess of it. I am content to make use of eqp files modded by the more expert players. My particular favourite, and the one I use most often, is the Amulet mod as I particularly like the ability of many units to switch functions. I prefer to try and organize my units along historical lines as far as possible, accepting the fact that the types of equipment that are available will have an effect on what is feasible. But, after all, it's a game and I do the best I can with what I have. :o

What do you think about that file?
https://mega.nz/file/O9AmwJBD#BxP3GJ6Mv ... 3gxfVLNRuA
I've downloaded the file, but haven't unzipped it yet. Tell me more about its contents please.
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

jaywalker32 wrote: Sat Jul 06, 2024 5:18 pm
DerPz wrote: Fri Jul 05, 2024 6:39 pm
jaywalker32 wrote: Fri Jul 05, 2024 6:16 pm

I do not even want to try and make modifications to the pzeqp files! I will surely make a mess of it. I am content to make use of eqp files modded by the more expert players. My particular favourite, and the one I use most often, is the Amulet mod as I particularly like the ability of many units to switch functions. I prefer to try and organize my units along historical lines as far as possible, accepting the fact that the types of equipment that are available will have an effect on what is feasible. But, after all, it's a game and I do the best I can with what I have. :o

What do you think about that file?
https://mega.nz/file/O9AmwJBD#BxP3GJ6Mv ... 3gxfVLNRuA
I've downloaded the file, but haven't unzipped it yet. Tell me more about its contents please.
Greetings, I'm preparing something historically cool and fun.
The file is a beta version.
jaywalker32
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Re: Playing Grand Campaign with the 4-unit rule

Post by jaywalker32 »

What do you think about that file?
https://mega.nz/file/O9AmwJBD#BxP3GJ6Mv ... 3gxfVLNRuA
[/quote]

I've downloaded the file, but haven't unzipped it yet. Tell me more about its contents please.
[/quote]

Greetings, I'm preparing something historically cool and fun.
The file is a beta version.
[/quote]

Thanks. I'll give it a try as soon as I've finished with my current Grand Campaign.
Locarnus
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Re: Playing Grand Campaign with the 4-unit rule

Post by Locarnus »

DerPz wrote: Fri Jul 05, 2024 6:39 pm What do you think about that file?
https://mega.nz/file/O9AmwJBD#BxP3GJ6Mv ... 3gxfVLNRuA

That looks like a lot of work!
I hope you frequently tested this file between editing it.
Panzer Corps trouble shooting and searching for errors can be quite frustrating.
At least based on experiences with my own "Locarnus Addon" mod, as well as trying and so far not always succeeding in helping others with trouble shooting.


Transport categories game engine limitation - IMPORTANT!:
Speaking of pitfalls with regards to the equipment file, the transport category limit is one of those.
I forgot the actual transport category limit (was it 30?), but bad things can happen when you exceed it.
So I highly recommend you trying to consolidate those where possible.
Eg "bonus" units do not need different categories from normal units, since there is no overlap between bonus and normal units anyway.
Thus your currently 3 categories t1, t1se and t1s can be reduced to t1 and t1s without changing functionality. Simply replace every current "t1se" entry with "t1".


Ground Units:
I find the concept of stronger "non-bonus" units enticing.
Though I struggle to think of a way to balance the clear advantage due to the 1 unit per tile game engine.
Taking the AMULET unit mod as the example for it, I pretty much always preferred the better unit stats.
Especially for units that are unlikely to take damage, which makes the increased prestige cost a one time consideration.

For my own mod, a major issue was, that the player does not have direct in-game access to all the information of the equipment file.
Specifically regarding the upgrade families, switching opportunities and eg rate of fire stats.
This game UI limitation made quite a few of my modding plans not feasible, if I wanted to keep it accessible for players who do not look at the equipment file directly.


Air units:

I like the unit variety, eg for playing with my house "rule of one" (only having max one core unit of each unit type version, eg only one Bf 109 F-4).
Some of the availability dates might need another look (eg Bf 109 G-2 to G-6).


Experience boni (exp.pzdat) balance effects:
Another major issue I faced for my own mod, was the effect the experience boni have on the unit balancing.
Many classes receive a higher attack bonus than defense bonus per experience level.
With the way the game engine works, this makes combat more deadly, the more experience the involved units have.
This is imho the main reason why the vanilla game balance feels so broken, the further the player progresses in a campaign.

I tried two approaches for my own mod.
For air units I compensated those imbalanced experience boni by increasing the base defense stats more than the base attack stats on later units.
For the ground forces, I leveled those skewed experience attack and defense boni in the exp.pzdat file directly.
The first approach might have some fringe balancing benefits, but also considerable drawbacks and is a real pain to work on.
The second approach is so much less straining, both on the modder and on the player.


Oh, and some unit traits are obsolete and do not have any function anymore in the equipment file:
close, alpine, rott, fixedt


Best regards and good fortune with your mod,
Locarnus
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Hellooo PzC community

After several tests, we have come to the conclusion that the best combination to simulate a Wehrmacht infantry division in 1939 with the rule of 4 is the following:

/ 1. Infanterie - Division
- 1. Rgt. Scht
- 2. Rgt. Scht
- 3. Btl. 3.7 cm Pak - Horse transport
- 4. Rgt. 7.5 cm Artillery - Horse transport

—> This combination meets the requirements of attack and defense in general.
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

startscreen
beta 1
1.jpg
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jaywalker32
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Re: Playing Grand Campaign with the 4-unit rule

Post by jaywalker32 »

DerPz wrote: Sat Jul 13, 2024 3:38 pm startscreen
beta 1

1.jpg
Very nice graphic. Is the mod fully playable yet?
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

jaywalker32 wrote: Sat Jul 13, 2024 4:01 pm
DerPz wrote: Sat Jul 13, 2024 3:38 pm startscreen
beta 1

1.jpg
Very nice graphic. Is the mod fully playable yet?
Greetings.
It's not playable yet, I'm finishing editing 1939.
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Warsaw Northern Scene 1939
:arrow: I made some arrangements to give it a little more historical flavor.
- Add Juliusz Rommel's headquarters and the Polish 19th division, using the rule of 4.
- Also participating is General Mieczysław Smorawiński: Chief of the artillery for the defense of Warsaw, this unit has a +1 bonus to rank.
v39.jpg
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DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Panoramic view of the city of Lodz, 1939
L39.jpg
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DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Helloooo Panzer corps community.

By early 1940, division structures may have remained virtually the same as in 1939.
I do have some interesting points to note:
1.- From my point of view, by 1940 a Wehrmacht corps did not have within its structure mountain infantry or parachute divisions, rather these should be support units.
2.- The StuG A and B could possibly be available in the SEDAN scenario
3.- The Sturmpanzer I should be available in 1940 and not in 1939, for this the correct thing would be to exchange the dates with the 15 cm sFH18 heavy artillery.

Other interesting topics would be the modification of the data of some units.
- For example, I understand that the Germans had a terrible shortage of motorized transport and therefore depended heavily on horses. As a result, more than 80% of their divisions were horse-drawn.
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Helloooo Panzer corps community.
----------------------------------------------
1. Gebirgs-Division for Oslo 1940.
1.Rgt.Gbg.Jg
2.Rgt.Gbg.Jg
3.Btl.Pionier
4.Rgt.LeArt 7.5 cm
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Hellooo PzC community
Possible auxiliary and support units to be deployed in the first scenarios of 1940

- Btl.Pionier
- Fla-Pz./Bttr.
- Bttr.Heavy Artillery
- Recon Unit
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Nikivdd's GC v3 DLC Mod allows you to have reserve divisions and temporary auxiliary units.
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Infanterie
2.jpg
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DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Hi PzC community
----------------------------------------------
Panzer Divisions for 1940

- Note: DerPz./MOD has modified some unit information and availability has changed.
- Under the concept of the rule of 4 units included in the DerPz./MOD
- These divisions must be supported by the Luftwaffe and some auxiliary units such as Engineer Battalions and Flak 88

1.Panzer-Division
1.Pz.Rgt./ Pz.38(t)A --> It could also be Pz.III or Pz.IV ( If available.)
2.Pz.Rgt./ Pz.IIC
3.Rgt.Mot./ Scht - Scht.SE
4.Rgt.Mot./ 105 Art.
-----------------------------
2.Panzer-Division
1.Pz.Rgt./ Pz.38(t)A --> It could also be Pz.II or Pz.IB
2.Btl.Krd-Scht
3.Rgt.Mot./ Scht - Scht SE
4.Rgt.Mot./ 105 Art.
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Der-Pz./MOD -Luftwaffe -
001.jpg
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goose_2
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Re: Playing Grand Campaign with the 4-unit rule

Post by goose_2 »

DerPz wrote: Thu Jul 18, 2024 1:52 am Infanterie

2.jpg
This looks so fun
goose_2
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https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
DerPz
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Re: Playing Grand Campaign with the 4-unit rule

Post by DerPz »

Hi PzC Community
-- Aufklärungseinheit --
-- Aufklärungseinheit --
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