Scenario Package for Akkulas Modern Conflicts 1.95

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Tobi72
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

The mines in the truck are intentional.
My idea was simple. Take mines away from the place where they are no longer needed and lay them again in another defensible place.

I often took this into account in my plans, and sometimes I was surprised where the mines were placed in the zones. The vulnerable truck suddenly turns into a tank stopper.
Last edited by Tobi72 on Wed Aug 28, 2024 5:47 am, edited 1 time in total.
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

The Syrian unit defected for a few more dollars.... Fun, I probably missed that when I switched to Nato and non-Nato
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

If you can hold Mitrovica with the existing units then no reinforcements will come, otherwise withdraw and let the Serbs trigger the reinforcements.

You can of course change this for yourself, you know how it works, but I see no reason to do so myself.
Last edited by Tobi72 on Wed Aug 28, 2024 7:48 am, edited 1 time in total.
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

“Morning glory is one day per round. That's not a big problem, but it was obviously designed to be an hour per round.”
I honestly didn't pay attention to that, the laps per day etc didn't matter to me here.
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

So I made some changes to package 1-2. I removed the duplicate scenarios, convinced the Syrian unit to fight for Syria again, etc.

If anyone finds anything else, please let me know and I'll try to correct everything as soon as possible.
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bondjamesbond
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by bondjamesbond »

Tobi72 wrote: Wed Aug 28, 2024 5:12 am The mines in the truck are intentional.
My idea was simple. Take mines away from the place where they are no longer needed and lay them again in another defensible place.

I often took this into account in my plans, and sometimes I was surprised where the mines were placed in the zones. The vulnerable truck suddenly turns into a tank stopper.
The nomads swarming minefields even helped me a couple of times to drag out the time while my Greek units were rapidly marching closer to the Turks ) but usually any modern MLRS can remotely mine over areas, but as I understand the engine of our favorite game does not know how to do it ))))
Image
Image

Tobi72 wrote: Wed Aug 28, 2024 5:27 am The Syrian unit defected for a few more dollars.... Fun, I probably missed that when I switched to Nato and non-Nato
Yes in any eastern regular army there are troops who are not trustworthy due to various reasons of their own and can easily defect to the enemy side or desert )
Tobi72 wrote: Wed Aug 28, 2024 5:34 am If you can hold Mitrovica with the existing units then no reinforcements will come, otherwise withdraw and let the Serbs trigger the reinforcements.

You can of course change this for yourself, you know how it works, but I see no reason to do so myself.
There you can do just fine without a retreat but everyone has their own level of skill and ingenuity )

Tobi72 wrote: Wed Aug 28, 2024 7:57 am So I made some changes to package 1-2. I removed the duplicate scenarios, convinced the Syrian unit to fight for Syria again, etc.

If anyone finds anything else, please let me know and I'll try to correct everything as soon as possible.
Well done diamond becomes a diamond after numerous polishing )
Last edited by bondjamesbond on Wed Aug 28, 2024 9:09 am, edited 1 time in total.
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Imeror
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Imeror »

bondjamesbond wrote: Wed Aug 28, 2024 8:56 am
The swarming minefields even helped me a couple of times to drag out the time while my Greek units were rapidly marching closer to the Turks ) but usually any modern MLRS can remotely mine over areas, but as I understand the engine of our favorite game does not know how to do it ))))

You gave me some idea about "simulating" that with some scripts.
Imagine a defensive mission : the MLRS could have the possibilities to move on some close spots. Each spot can trigger a script making immediately appear a minefield on a certain position.
A little message at the start of the scenario can give the corresponding coordinates, like "Move the MLRS to marker A to place mine on coordinates 11,5 ; move it on marker B to place mines on coordinates 14, 10 ; move it to marker C to place mines on coordinates 20,17 ; etc ..."

I take note of your idea for a future scenario !
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Imeror
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Imeror »

Tobi72 wrote: Wed Aug 28, 2024 5:34 am If you can hold Mitrovica with the existing units then no reinforcements will come, otherwise withdraw and let the Serbs trigger the reinforcements.

You can of course change this for yourself, you know how it works, but I see no reason to do so myself.
Of course, of course.

It's just that finally having reinforcments that spawn only near the 5 finals turn while I hold the line for 30 was a little bit frustrating.

My second game was that : let a lone serbian unit triggers the first wave of Albanian around the city. The VBL that spawn is useful to chase him, by the way :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by bondjamesbond »

Imeror wrote: Wed Aug 28, 2024 9:15 am
Tobi72 wrote: Wed Aug 28, 2024 5:34 am If you can hold Mitrovica with the existing units then no reinforcements will come, otherwise withdraw and let the Serbs trigger the reinforcements.

You can of course change this for yourself, you know how it works, but I see no reason to do so myself.
Of course, of course.

It's just that finally having reinforcments that spawn only near the 5 finals turn while I hold the line for 30 was a little bit frustrating.

My second game was that : let a lone serbian unit triggers the first wave of Albanian around the city. The VBL that spawn is useful to chase him, by the way :lol:
Toby 72 likes such scenes where after the loss of an important part of the front appear reinforcements sometimes it looks comical in the crowd of enemies materialize our support for a counterattack ) But what only you can not do to regain lost positions )))))

Imeror wrote: Wed Aug 28, 2024 9:09 am
bondjamesbond wrote: Wed Aug 28, 2024 8:56 am
The swarming minefields even helped me a couple of times to drag out the time while my Greek units were rapidly marching closer to the Turks ) but usually any modern MLRS can remotely mine over areas, but as I understand the engine of our favorite game does not know how to do it ))))

You gave me some idea about "simulating" that with some scripts.
Imagine a defensive mission : the MLRS could have the possibilities to move on some close spots. Each spot can trigger a script making immediately appear a minefield on a certain position.
A little message at the start of the scenario can give the corresponding coordinates, like "Move the MLRS to marker A to place mine on coordinates 11,5 ; move it on marker B to place mines on coordinates 14, 10 ; move it to marker C to place mines on coordinates 20,17 ; etc ..."

I take note of your idea for a future scenario !
Good idea but it would be better to have a toggle button ( like in the original game firing canopy or direct fire ) then firing regular rockets or containers with mines at a distance ) So with one salvo you can spit out a solid dose of minefields in dangerous areas )))))
https://en.topwar.ru/185622-preimusches ... delie.html

And that the game would not turn into a simulator sapper to give equipment with mine trawl and engineering troops that quickly and effectively clear minefields )
https://masterok.livejournal.com/4433022.html
https://ser-sarajkin.narod2.ru/ALL_OUT/ ... Trl029.htm
https://en.topwar.ru/10543-vzryv-protiv ... apera.html
Last edited by bondjamesbond on Wed Aug 28, 2024 10:07 am, edited 4 times in total.
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Imeror
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Imeror »

bondjamesbond wrote: Wed Aug 28, 2024 9:19 am
Good idea but it would be better to have a toggle button ( like in the original game firing canopy or direct fire ) then firing regular rockets or containers with mines at a distance ) So with one salvo you can spit out a solid dose of minefields in dangerous areas )))))

Unfortunately, I'm not experienced enough to modify units and create a toggle buttons on them. Maybe Akkula will hear you :mrgreen:
From what I understand of how the game work, however, I'm not sure it is possible at all.
I have personnaly nothing more to offer you than my "MLRS mines with triggers" :)
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Tobi72
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

That would be an awesome unit...mine thrower that can fire its mines over two or three fields.
By the way, I also do this with bunkers. A trigger triggers the departure of the bunkers in trucks from point A to B where they are placed. For me, these are construction pioneers who build bunkers for the immediate front. However, I don't use this option too often. But I think there is some variety in the game.
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by bondjamesbond »

Imeror wrote: Wed Aug 28, 2024 9:27 am
bondjamesbond wrote: Wed Aug 28, 2024 9:19 am
Good idea but it would be better to have a toggle button ( like in the original game firing canopy or direct fire ) then firing regular rockets or containers with mines at a distance ) So with one salvo you can spit out a solid dose of minefields in dangerous areas )))))

Unfortunately, I'm not experienced enough to modify units and create a toggle buttons on them. Maybe Akkula will hear you :mrgreen:
From what I understand of how the game work, however, I'm not sure it is possible at all.
I have personnaly nothing more to offer you than my "MLRS mines with triggers" :)
Well triggers and scripts let so as they say at us on the fishless and fishy fish ))))



Well, triggers and scripts let it be so, as they say, we have a fish for no fish and a crayfish is considered a fish ))))
Last edited by bondjamesbond on Wed Aug 28, 2024 9:36 am, edited 2 times in total.
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Tobi72
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

You gave me some idea about "simulating" that with some scripts.
Imagine a defensive mission : the MLRS could have the possibilities to move on some close spots. Each spot can trigger a script making immediately appear a minefield on a certain position.
A little message at the start of the scenario can give the corresponding coordinates, like "Move the MLRS to marker A to place mine on coordinates 11,5 ; move it on marker B to place mines on coordinates 14, 10 ; move it to marker C to place mines on coordinates 20,17 ; etc ..."

I take note of your idea for a future scenario !
[/quote]

That's a good idea that I'll test when I get the chance. In an emergency, you could stop or redirect an enemy advance. Good thought.
Yamato Campaign Series https://www.slitherine.com/forum/viewtopic.php?t=116239
and Campaign Collection for PAK-Mod https://www.slitherine.com/forum/viewtopic.php?t=116729
Imeror
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Imeror »

Tobi72 wrote: Wed Aug 28, 2024 9:29 am That would be an awesome unit...mine thrower that can fire its mines over two or three fields.
By the way, I also do this with bunkers. A trigger triggers the departure of the bunkers in trucks from point A to B where they are placed. For me, these are construction pioneers who build bunkers for the immediate front. However, I don't use this option too often. But I think there is some variety in the game.

Indeed, good triggers can "simulate" a big variety of situations. The panzer corps scenario editor is very flexible and adaptative ; it's a pleasure to create them.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Imeror »

bondjamesbond wrote: Wed Aug 28, 2024 9:31 am Well, triggers and scripts let it be so, as they say, we have a fish for no fish and a crayfish is considered a fish ))))
I'm not sure to understand this expression ; but from what I understand you don't like script and triggers. (tell me if I'm wrong, maybe it's another translation misunderstanding).
I think you underestimate them : cleverly used, you'll not see them and can play more situation that just classical battle from the original panzer corps campaign.
Units that spawn as reinforcment ; counterattacks led by the computer opponent ; objectives that changes when the scenario progress ; ennemies that made a sudden retreat ; etc ... all of that are generally scripts and triggers.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by bondjamesbond »

Imeror wrote: Wed Aug 28, 2024 9:42 am
bondjamesbond wrote: Wed Aug 28, 2024 9:31 am Well, triggers and scripts let it be so, as they say, we have a fish for no fish and a crayfish is considered a fish ))))
I'm not sure to understand this expression ; but from what I understand you don't like script and triggers. (tell me if I'm wrong, maybe it's another translation misunderstanding).
I think you underestimate them : cleverly used, you'll not see them and can play more situation that just classical battle from the original panzer corps campaign.
Units that spawn as reinforcment ; counterattacks led by the computer opponent ; objectives that changes when the scenario progress ; ennemies that made a sudden retreat ; etc ... all of that are generally scripts and triggers.
Image
https://vitkvv2017.livejournal.com/2505881.html
:lol:
No no no it's machine translation can't translate correctly a Russian proverb ))))) I'm fine with triggers and scripts because they make the game interesting ) But it's a two-way stick if the player does something not according to the written plot the game will freeze or the function will not work ) What language do you speak ? Just we have a wild situation with Toby he speaks German and we translate everything into English because the text and thoughts lose sometimes the meaning and logistics ) I hope the online translator has translated everything properly now so that it doesn't seem like the ravings of a madman )))))
https://rama909.livejournal.com/12796251.html
https://russian.rt.com/science/article/ ... -mat-fraza
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Tobi72
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

Now I understand it too...sometimes the translator plays a bad trick on us. :lol:
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Imeror »

bondjamesbond wrote: Wed Aug 28, 2024 9:53 am No no no it's machine translation can't translate correctly a Russian proverb ))))) I'm fine with triggers and scripts because they make the game interesting ) But it's a two-way stick if the player does something not according to the written plot the game will freeze or the function will not work ) What language do you speak ? Just we have a wild situation with Toby he speaks German and we translate everything into English because the text and thoughts lose sometimes the meaning and logistics ) I hope the online translator has translated everything properly now so that it doesn't seem like the ravings of a madman )))))

I speak french ; one more language so that we can play the "translation game" on very hard mode :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by bondjamesbond »

Tobi72 wrote: Wed Aug 28, 2024 10:03 am Now I understand it too...sometimes the translator plays a bad trick on us. :lol:
:lol: Well, that's why I insert links and pictures to convey to you my friend my thought or suggestion )))))

https://www.vn-parabellum.com/fort/dot-stroyka.html
https://www.vn-parabellum.com/fort/dot-avtomat.html
Standard Ukrainian DOT.
https://von-mackensen.livejournal.com/434908.html
Imeror wrote: Wed Aug 28, 2024 10:07 am
bondjamesbond wrote: Wed Aug 28, 2024 9:53 am No no no it's machine translation can't translate correctly a Russian proverb ))))) I'm fine with triggers and scripts because they make the game interesting ) But it's a two-way stick if the player does something not according to the written plot the game will freeze or the function will not work ) What language do you speak ? Just we have a wild situation with Toby he speaks German and we translate everything into English because the text and thoughts lose sometimes the meaning and logistics ) I hope the online translator has translated everything properly now so that it doesn't seem like the ravings of a madman )))))

I speak french ; one more language so that we can play the "translation game" on very hard mode :lol:
Bon, ce n'est pas terrible, personne n'annule la peinture rupestre )))) Foutue Tour de Babel ))))
https://www.deepl.com/

P.s. https://www.gazeta.ru/army/2022/01/16/14424067.shtml
“Where Russia wants to establish a military base, it first builds a church.” :lol:
https://ru-artillery.livejournal.com/191635.html
https://lost-fortresses.livejournal.com/49282.html
https://en.topwar.ru/131477-universalno ... rchak.html
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Tobi72
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Re: Scenario Package for Akkulas Modern Conflicts 1.95

Post by Tobi72 »

Some time ago I put together a directional mine like this. With it, an active attack in the game is possible but without movement.

I still have to put the flag in the right position.
PZAM1.png
PZAM1.png (227.6 KiB) Viewed 1741 times


https://soldat-und-technik.de/2022/04/b ... e-ukraine/
PZAM.png
PZAM.png (256.46 KiB) Viewed 1741 times
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