Modern Conflicts 2.10 (RELEASED)

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Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

I still keep working on the equipment file, but no only on the naval assets. I am trying to improve some few things.
However, after a while, is tiresome. So when I take a break from balance editing, I move to my "workshop" and start to work on icons again :)
This time, I reworked the C-130 Hercules icons :)

Some few samples:
Image

The gunships variants are also much more beautiful now:
Image

Better look for the air transports and air tankers for the Argentinians in 1982:
Image

More to come.

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
Rimski_One
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Rimski_One »

For the Naval overhaul, I would suggest, although it could be overwhelming to some players, to use them in a deep strike support role. The main offensive capabilities of ships arent their guns anymore but missiles. You have already had this implemented for a while for some submarines. I always thought the Naval components lacked as opposed to their real life counterparts.

My suggestion is to make them switchable to that option with no or reduced movement and a massive amount of range, with [x] in NA and high SA and HA values. I think making them stationary when shooting missiles balances them out as you cannot shoot and skiddadle but you have to put them in a smart manner.

Have you also considered adding naval structures such as anti sub nets? They would function like barricades on the ground in Sonjas mods but just in the sea.
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

I considered that the regular range attack of naval units represented an attack with missiles ; while 0 range mode represented both anti submarine weapons or guns against surface target.

But a "bombardement mode" with cruise missiles as you describe is also an interesting approach :mrgreen:
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
Rimski_One
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Rimski_One »

I did so too

But the attacks seem very weak when compares to their counterparts

It seems more like shelling positions with the ships guns rather than sending off missiles

But tbh it is quite a challenge to make Naval combat better when it lacked a lot in the base game.

Akkula did a good job of changing it up though I still think it should be more refined when considering modern warfare.
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Hello guys, yes. Increasing the land attack for those capable ships (surface and subs) is part of the tweaking I'm working on at the moment.
I am also planning to add "fortkiller meng" traits to land missile attacks ships AND artillery systems such us HIMARS and Iskanders.
Testing continues, I have to be careful not to break the balance of the game.

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
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Hello Akkula!

Since you posted your MC content on the forum on Steam, I thought we could see more players on this mod. So, I was curious and had the idea to try again the "Wargames" tutorial campaign, to remember my own "first contact" with MC. Yeah, I have weird ideas... :lol:

Anyway, I have two little observations about the first tutorial scenario to make a better first impression with potential new players :
- Once objective Delta is captured, a message tell the player to use Delta to upgrade with units river crossing equipment to, logically, cross a river just ahead... but Delta is not a city and the player can't upgrade his infantry here, or elsewhere around. Consequently, we have to cross the river tile by tile, without amphibious transports.
Since it's the tutorial, I'd suggest to make a fix in a future update, so that the player can really buy amphibious transports for his units on Delta, like the tutorial ask to.
- It's certainly a consequence since we lost time to cross the river on foot, but the timer is short. I've played the mission twice today and each time I captured the last objective at the last turn... and I'm used to the mod! I think this might be a bit too harsh for a player discovering the mod's features.


that's all, hope this helps!


Good luck with your next update. You have done a titanic job for (almost) 10 years !
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
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Sat May 10, 2025 10:07 pm - Once objective Delta is captured, a message tell the player to use Delta to upgrade with units river crossing equipment to, logically, cross a river just ahead... but Delta is not a city and the player can't upgrade his infantry here, or elsewhere around. Consequently, we have to cross the river tile by tile, without amphibious transports.
Oh, that's embarrassing :oops:
I will fix it at once.
However, since you are the first one to report it since the last 8 years, it seems that most of the people jump directly to the main campaign in the first try :)
Imeror wrote: Sat May 10, 2025 10:07 pm Good luck with your next update. You have done a titanic job for (almost) 10 years !
Thanks!
Indeed it was huge effort. Last days I was performing some "cleaning" of my modding folders and I realized the huge amount of work this mod consumed from me. And how it did evolve since its release back in 2016.
.....and it's far from being finished. Lots of ideas for the near future :D
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
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Expanding the Polish roster with the most recent equipment:
Image

And an old classic that was missing in the mod, the AS532:
Image
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
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Cool, I should modify some of my old scenarios to include them :mrgreen:

What are the starting date for the Polish units? I find their unit roster inferior compared to most of their allies in the NATO campaign and usually never deploy any polish group.
We will now have them available in custom scenarios, anyway :mrgreen:
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
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Tue May 13, 2025 6:17 pm Cool, I should modify some of my old scenarios to include them :mrgreen:

What are the starting date for the Polish units? I find their unit roster inferior compared to most of their allies in the NATO campaign and usually never deploy any polish group.
We will now have them available in custom scenarios, anyway :mrgreen:
None of those new Polish units will be available in the campaigns. Those were included in the Poland arsenal since the last year at most, so they will not take part of the WW3 Campaign.
However, they should be available at some point in the European grand scenario which lasts 4 years now. And of course, in new fictional and custom scenarios 8)

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
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

Cool hopefully we will see all this before summer in 2.15 version )))))) But it looks awesome )
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Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Sat May 10, 2025 10:07 pm - Once objective Delta is captured, a message tell the player to use Delta to upgrade with units river crossing equipment to, logically, cross a river just ahead... but Delta is not a city and the player can't upgrade his infantry here, or elsewhere around. Consequently, we have to cross the river tile by tile, without amphibious transports.
Weird.... I just checked, and the hex is a proper city hex. :?
Image
I didn't replay the mission yet to test, but it seems that regarding the hex editing, everything is fine.

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
KornelPL
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Re: Modern Conflicts 2.10 (RELEASED)

Post by KornelPL »

Hi there,
I use steam gold version of PzC and can't run this mod (although for example PAK MOD works well). Is there any manual for generic mod? I have activated Mdc00 and nothing happens. On the other hand when I wanted to run this mod by same wasy as PAK MOD (overwriting all files manually) I have this screen (as attached).

Adn also, as final solution I would like to run this mod without GME - is there any chance to do so?
Attachments
PZC error.jpg
PZC error.jpg (18.49 KiB) Viewed 408 times
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

KornelPL wrote: Wed May 14, 2025 11:09 am Hi there,
I use steam gold version of PzC and can't run this mod (although for example PAK MOD works well). Is there any manual for generic mod? I have activated Mdc00 and nothing happens. On the other hand when I wanted to run this mod by same wasy as PAK MOD (overwriting all files manually) I have this screen (as attached).

Adn also, as final solution I would like to run this mod without GME - is there any chance to do so?
Hello KornelPL!
Quick question: aside from activating the base mod, did you update the exe file according to your game version? (Steam or non-Steam). Remember to use the proper exe file, otherwise the game will crash.
Regarding the installation, sure, you can install the mod in the "old fashion way". You just need to copy all the files/folders into your game folder and overwrite the original ones. Again, afterwards, you need to replace the exe file with the one provided in the package according to your version (steam or non-steam).
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
rubyjuno
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Re: Modern Conflicts 2.10 (RELEASED)

Post by rubyjuno »

Imeror wrote: Sat May 10, 2025 10:07 pm Hello Akkula!

Since you posted your MC content on the forum on Steam, I thought we could see more players on this mod. So, I was curious and had the idea to try again the "Wargames" tutorial campaign, to remember my own "first contact" with MC. Yeah, I have weird ideas... :lol:

Anyway, I have two little observations about the first tutorial scenario to make a better first impression with potential new players :
- Once objective Delta is captured, a message tell the player to use Delta to upgrade with units river crossing equipment to, logically, cross a river just ahead... but Delta is not a city and the player can't upgrade his infantry here, or elsewhere around. Consequently, we have to cross the river tile by tile, without amphibious transports.
Since it's the tutorial, I'd suggest to make a fix in a future update, so that the player can really buy amphibious transports for his units on Delta, like the tutorial ask to.
- It's certainly a consequence since we lost time to cross the river on foot, but the timer is short. I've played the mission twice today and each time I captured the last objective at the last turn... and I'm used to the mod! I think this might be a bit too harsh for a player discovering the mod's features.
Just wanted to add my agreement on this, as I struggled a bit with the tutorial all those years ago. Maybe others did too (having come from vanilla Panzer Corps) and rather than commenting on it, just gave up and went onto another "more straightforward" mod. That's not to say anything against Modern Conflicts, as it is an incredible mod and we are all grateful for the imagination and all the hard work, plus your continued support of it. Thanks Akkula, and well done!
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

rubyjuno wrote: Thu May 15, 2025 7:07 am Just wanted to add my agreement on this, as I struggled a bit with the tutorial all those years ago. Maybe others did too (having come from vanilla Panzer Corps) and rather than commenting on it, just gave up and went onto another "more straightforward" mod. That's not to say anything against Modern Conflicts, as it is an incredible mod and we are all grateful for the imagination and all the hard work, plus your continued support of it. Thanks Akkula, and well done!
Thanks rubyjuno. If you didn't like the tutorial, I might suggest you to jump straight into the main campaigns?, maybe you will get a better feeling about the game.
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
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Regarding the naval warfare. I am experimenting with naval surface units being able to capture flags hexes. So far, so good.
My main concern is potential breakage of the already made campaigns and scenarios, but I don't recall to have any flag on the sea so far in the mod. The European scenario would be the exception, but I have to rework the naval aspect in that one anyway.

Image

Image

I think this change will open a lot of opportunities for future scenarios.

Thoughts?

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
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

Akkula wrote: Thu May 15, 2025 9:47 pm Regarding the naval warfare. I am experimenting with naval surface units being able to capture flags hexes. So far, so good.
My main concern is potential breakage of the already made campaigns and scenarios, but I don't recall to have any flag on the sea so far in the mod. The European scenario would be the exception, but I have to rework the naval aspect in that one anyway.

Image

Image

I think this change will open a lot of opportunities for future scenarios.

Thoughts?

Best regards,
Akkula.
Only one thought so far as it is difficult to discuss what I have not seen even as an experiment ) But to hover directly over a modern aircraft carrier to bomb it I think is already obsolete as modern navy surrounds its aircraft carriers from any air and underwater attacks ) I would also like to see the refuelling radius extend to a couple of gems around as it's funny to watch one carrier trying to service and repair all of them ))))
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Rimski_One
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Rimski_One »

Akkula wrote: Thu May 15, 2025 9:47 pm Regarding the naval warfare. I am experimenting with naval surface units being able to capture flags hexes. So far, so good.
My main concern is potential breakage of the already made campaigns and scenarios, but I don't recall to have any flag on the sea so far in the mod. The European scenario would be the exception, but I have to rework the naval aspect in that one anyway.

Image

Image

I think this change will open a lot of opportunities for future scenarios.

Thoughts?

Best regards,
Akkula.
I think it could work well if the capturable hexes would include lone ports (surrounded by water hexes)
Those could simulate small lone islands, oil rigs, and/or more importantly some sort of makeshift/temporary Port Base. An issue I find in the current combat is that I overprotect naval vessels as there is no way to repair them if they have taken damage, and that the naval vessels are a 50/50, a pushover or a v hard to kill target. So they could capture locations that would enable them more operational range, which makes the Naval Vessels themselves more independent and important in Naval ops

This could also entail lowering the max ammo of some ships, with the weaker ships having more ammo than their large counterparts to balance it out.

I think to insentivise the player for more strategic decisions is to expand Ground Support capabilities of ships. The most precious vessels to me have always been subs with ballistic capabilities, and the previously mentioned pushover vessels, are throwavay vessels for the player as they wont be useful to them for anything but Naval combat

In addition to this I'd suggest maybe some workarounds oj Naval Air Combat as well. Helicopters and a lot of other aircraft are useless against non submarine vessels. The F-18 1 range when in attack mode is nice, they are still paper tigers when combating anything and are limited in a ground support role (essentialy not being worth the core slots). Maybe add a switch option for the F-18s to fix one of the issues?

POST EDIT:
I think having one group of ships act as AA support and others as Ground Support, in addition to their obvious Naval role is a good idea to give more uniqueness to dif ships to make the player strategize strategies in combination and prefering certain ships over others depending on their strategic ideas. Maybe buff them slightly or debuff the naval Su fighters
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Rimski_One wrote: Fri May 16, 2025 1:36 am I think it could work well if the capturable hexes would include lone ports (surrounded by water hexes)
Well, yes, but the hexes don't have to be necessarily ports. Those could be "strategic" positions on the sea required to win or to earn some prestige per turn.
Rimski_One wrote: Fri May 16, 2025 1:36 am An issue I find in the current combat is that I overprotect naval vessels as there is no way to repair them if they have taken damage, and that the naval vessels are a 50/50, a pushover or a v hard to kill target.
That's why I improved the defense stats for surface ships, so they are more endurable to combat.
To have "forward ports" or "bases" on the sea is dangerous, as one (or the AI) could spawn ground units on the water :lol: Although some manual scripting could do the trick.
However, now the ships will be able to capture "normal" or "coastal" ports, makes much more sense than the original rule of having ships occupying the hex but no being able to capture it.
Rimski_One wrote: Fri May 16, 2025 1:36 am I think to insentivise the player for more strategic decisions is to expand Ground Support capabilities of ships. The most precious vessels to me have always been subs with ballistic capabilities, and the previously mentioned pushover vessels, are throwavay vessels for the player as they wont be useful to them for anything but Naval combat
As I stated in some posts earlier, now the ships equipped with land missiles have much more destructive power than before (both subs and surface)
Rimski_One wrote: Fri May 16, 2025 1:36 am I'd suggest maybe some workarounds oj Naval Air Combat as well. Helicopters and a lot of other aircraft are useless against non submarine vessels.
Helos are meant to be weak against ships, they are specifically anti-submarine units (quite deadly IMHO).
The rest of the naval aircraft do have range 1 (I would love to have more, but its hard-coded), so they can launch their "fire and forget" missiles from "afar".
Rimski_One wrote: Fri May 16, 2025 1:36 am Maybe add a switch option for the F-18s to fix one of the issues?
What would be the different modes for the switch option?
Rimski_One wrote: Fri May 16, 2025 1:36 am debuff the naval Su fighters
I will take a look at those.

Thanks a lot for your comments and ideas. :D

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
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