Modern Conflicts –Maps by Tomáš
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Modern Conflicts –Maps by Tomáš
I said that I’m just a mapmaker — the scenario has the basic factions, so people can play at home with someone else on the same PC, or, if possible, in multiplayer. I don’t know how to script.
-
bondjamesbond
- Brigadier-General - Elite Grenadier

- Posts: 2211
- Joined: Mon Jun 27, 2022 10:10 pm
Re: Modern Conflicts –Maps by Tomáš
https://modernconflicts.freeforums.net/ ... rollTo=113
https://forbes.ua/ru/lifestyle/vid-kibo ... 2024-21649
https://rezka.ag/films/drama/57191-mirnyy-21-2023.html
Last edited by bondjamesbond on Wed Oct 29, 2025 8:36 pm, edited 2 times in total.
https://mynickname.com/id73473


Re: Modern Conflicts –Maps by Tomáš
Hi, I’m releasing the map — enjoy it, everyone! Let me know what you think.
Tomáš
https://www.mediafire.com/file/70q5fwhz ... s.zip/file
Tomáš
https://www.mediafire.com/file/70q5fwhz ... s.zip/file
Re: Modern Conflicts –Maps by Tomáš
Hi my friend, how do you like the map? Or haven’t you checked out Korea yet?
What’s your opinion? Imeror ?
What’s your opinion? Imeror ?
Re: Modern Conflicts –Maps by Tomáš
That's a cool map !
I wonder if I will not place real military units on the map, and maybe try to create something to be played against a computer ?
But what scale ?
In the end, the "useful" (read as : "where the battles will take place") part of the map is narrow. The DMZ is only around 30-40 hexes wide here, with a good chunk by mountains terrain.
If 1 unit = 1 batallion, the front will be totally flooded by units.
If 1 unit = 1 brigade, it will be too open...
... but that is my problem. I'll scratch my head harder to find a solution
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
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
-
bondjamesbond
- Brigadier-General - Elite Grenadier

- Posts: 2211
- Joined: Mon Jun 27, 2022 10:10 pm
Re: Modern Conflicts –Maps by Tomáš
Don't forget to share it with me later when you've arranged everyone on this Korean chessboard )))))Imeror wrote: ↑Thu Oct 30, 2025 1:57 am
That's a cool map !
I wonder if I will not place real military units on the map, and maybe try to create something to be played against a computer ?![]()
But what scale ?
In the end, the "useful" (read as : "where the battles will take place") part of the map is narrow. The DMZ is only around 30-40 hexes wide here, with a good chunk by mountains terrain.
If 1 unit = 1 batallion, the front will be totally flooded by units.
If 1 unit = 1 brigade, it will be too open...
... but that is my problem. I'll scratch my head harder to find a solution![]()
Last edited by bondjamesbond on Thu Oct 30, 2025 6:40 pm, edited 1 time in total.
https://mynickname.com/id73473


Re: Modern Conflicts –Maps by Tomáš
Hi Imeror, I’m glad you like the map — I tried to stay true to reality.Imeror wrote: ↑Thu Oct 30, 2025 1:57 am
That's a cool map !
I wonder if I will not place real military units on the map, and maybe try to create something to be played against a computer ?![]()
But what scale ?
In the end, the "useful" (read as : "where the battles will take place") part of the map is narrow. The DMZ is only around 30-40 hexes wide here, with a good chunk by mountains terrain.
If 1 unit = 1 batallion, the front will be totally flooded by units.
If 1 unit = 1 brigade, it will be too open...
... but that is my problem. I'll scratch my head harder to find a solution![]()
If I made it 200x200, there would be too much unnecessary ocean in my opinion.
There’s always a way to make it work. Try and test things out.
I could also place some units, but then the player would have to play both sides.
I’m already planning another map — it would be great to change the units, but I can only make the map itself.
I’ll give it a try and we’ll see how it goes.
Re: Modern Conflicts –Maps by Tomáš
I've looked at your map again, and I think I have something about my problem with scale.
1 unit = 1 brigade, but reserve units arrive as the scenario progress ; either to represent mobilizations, or to represent reinforcement as one side advance and the other need to stop it with reserve units.
I will send you the result once done ; I think I will start this evening
1 unit = 1 brigade, but reserve units arrive as the scenario progress ; either to represent mobilizations, or to represent reinforcement as one side advance and the other need to stop it with reserve units.
I will send you the result once done ; I think I will start this evening
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
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Re: Modern Conflicts –Maps by Tomáš
Hi, the map is good — the problem is just that Korea is small. I could have made it bigger, but I didn’t have a good reference. By the way, do you have a guide on how to script? I couldn’t find anything, not even on YouTube. I wanted to try it, but I’m totally lost.Imeror wrote: ↑Thu Oct 30, 2025 12:47 pm I've looked at your map again, and I think I have something about my problem with scale.
1 unit = 1 brigade, but reserve units arrive as the scenario progress ; either to represent mobilizations, or to represent reinforcement as one side advance and the other need to stop it with reserve units.
I will send you the result once done ; I think I will start this evening![]()
Re: Modern Conflicts –Maps by Tomáš
Tomas45 wrote: ↑Thu Oct 30, 2025 5:11 pm Hi, the map is good — the problem is just that Korea is small. I could have made it bigger, but I didn’t have a good reference. By the way, do you have a guide on how to script? I couldn’t find anything, not even on YouTube. I wanted to try it, but I’m totally lost.
Firstly, things start to take shape :

All active South Korea units are ready to roll !

I give real names to the units, so that player know what he is really commanding.
It will be harder for North Korea : they don't say a lot of things about the structure of their army.
I will try to make deductions
About scripts, that depend on what you intend to do.
Tell me what is your idea : I can make it for you with screenshots to show you the process precisely.
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
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Re: Modern Conflicts –Maps by Tomáš
Hi — for example, I’d like to know what the menu in the editor is where the scripts are: what each option does and how/where it works.Imeror wrote: ↑Thu Oct 30, 2025 7:06 pmTomas45 wrote: ↑Thu Oct 30, 2025 5:11 pm Hi, the map is good — the problem is just that Korea is small. I could have made it bigger, but I didn’t have a good reference. By the way, do you have a guide on how to script? I couldn’t find anything, not even on YouTube. I wanted to try it, but I’m totally lost.
Firstly, things start to take shape :
All active South Korea units are ready to roll !
I give real names to the units, so that player know what he is really commanding.
It will be harder for North Korea : they don't say a lot of things about the structure of their army.
I will try to make deductions
About scripts, that depend on what you intend to do.
Tell me what is your idea : I can make it for you with screenshots to show you the process precisely.
For example, I place infantry and I want them to move somewhere or capture a town or barracks. What units should the AI buy and where should it move them. Something long‑term about how things are written (how to script it). I don’t really know how it works myself — the idea just came to me.
By the way, what do you think about the political camps in Korea?
I’m glad you like the map
If I had more types of buildings, it would be great — for example, American, Asian, more European, or even African buildings. I have a lot of things already in progress that I’m preparing, so there’s a lot to look forward to.
Re: Modern Conflicts –Maps by Tomáš
Tomas45 wrote: ↑Thu Oct 30, 2025 7:20 pm Hi — for example, I’d like to know what the menu in the editor is where the scripts are: what each option does and how/where it works.
For example, I place infantry and I want them to move somewhere or capture a town or barracks. What units should the AI buy and where should it move them. Something long‑term about how things are written (how to script it). I don’t really know how it works myself — the idea just came to me.
Ah, let's say there are "scenario scripts" that apply for the whole scenario and "units scripts" that are just about units.
They are not in the same place.
To give a particular stance of an unit don't requiere any script (unless you want to change it during the scenario ; but its more complex and I don't advise you to try it now).
Left click on the unit while pressing shift button.
This command will open the unit screen :

Here, you change its name, transport, experience level, etc...
What interest you is at the bottom : "AI Behavior", and possibly "AI zone".
DON'T READ IF YOU ARE A PLAYER AND WANT TO KEEP THE MAGIC ABOUT THE COMPUTER MOVES
AI behavior change what the selected unit will do.
Some explanations about the choices :
- Hold Position (Passive) is the easiest to understand. The unit will do nothing other that shooting back when attacked. It is rarely used.
- Hold Position (fire) means that the unit will not move at all but fire on targets at range. Useful when you want to make a static defense somewhere, like a line of trenches that the ennemy computer want to hold at all cost. Important in scenarios that requieres the player to attack against the AI.
- Hold Position (active) is misleading. The unit will in fact move as soon as an ennemy it can damage is within reach. The unit will consequently leave its position, but will hinder the attacking player. A purely static defense is generally boring, so I advise you to put some units with this stance a few tiles behind or next to units with hold position (fire) during scenario where the AI have to defend. It often gives the feeling that the AI try to disrupt your moves.
- Default means the the unit will go to the nearest victory point, either to attack it or defend it. You can manipulate its moves with smart victory point placement. If you place 2 close victory points, the AI unit will attack one, then move to the other once the first is captured and cleared. However, it will not bother to move if the next victory point is too far.
- Attacker and Defender are supposed to be a bit more precises stances than "Default", making the unit prefere to attack or defend nearest victory points... but I never see any changes during my tests. "Defender" units also join an assault if the closest VP is controlled by the player, and "attackers" defend if the closest is controlled by their side... It can be capricious
The 5 remaining requieres you to change the AI zone, just under this setting.
- Move to will make the unit move to the zone you specify in "AI zone". It could attack the opponent player unit en route, but will not actively try to kill them. It will try to move to bypass the opponent units and reach its destination as a priority instead. Useful when you want to set a unit to attack a specific location far from its starting point ; it's more reliable than the "attacker" stance, at the cost of having the unit move more than necessarly. It could also represent a desperate assault, with the unit rushing to reach its goal despite the danger.
- Random move to ... never used
- Patrol : place several points (the "zone" setting), the AI unit will move at each of them. The AI will stop its patrol if an ennemy is spotted close to it. When that happen, the unit will move to engage immediately. I often use it in several situations. It allows to have reinforcement that can suddenly arrive in a position that the player attack ; or are ideal in my "infiltration" missions, for example. I like "patrol" setting, it makes feel that the computer is more alive than it really is
- Disembark : If a unit is in a transport plance or helicopter, the unit will move to the zone specified and unload there. It certainly also work with sea transports, but I never tried that yet
That is among the few things we can't tell the AI to do
HOWEVER (and that is one of the first thing I learned to do), you can simulate reinforcements easily with the "unit script".
In the "unit screen", you can see "edit trigger" at the bottom.
A new window will open.

This screen allows you to make the unit appear when you want.
You should start with just the easier to experiment, that is : "add time condition"
It is simple : it means that the unit will appear as soon as possible when the left condition is checked.
For example, if you write "turn between "3" and "-1" ", the unit will appear at the start of turn 3.
Leave -1 at the right, it means that the condition will stay active until the last turn of the scenario. Consequently, if the unit can't appear at turn 3 (if for example another unit is on his hexagon during turn 3), it will appear as soon as the hexagon is free during the following turns.
Just an advice : you should always make sure that the player can't see the AI units appear (it feels very unrealistic otherwise, it looks more as reserve units deployed if the player can't see them appear). you can :
a) make them appear in places that the player can't reach at this point of the scenario, even if he is excellent (always consider that he is) ;
b) it requieres more time and more understanding of the scenario editor : but you can add a "map condition" to make sure that no player units are around where the unit will be deployed.
That's enough for today, and I think it is enough for you to experiment for some time.
Once you are familiar with those settings, I advise you to try the other "unit scripts", to make units appear in other situations.
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
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
-
bondjamesbond
- Brigadier-General - Elite Grenadier

- Posts: 2211
- Joined: Mon Jun 27, 2022 10:10 pm
Re: Modern Conflicts –Maps by Tomáš
Tomas45 wrote: ↑Thu Oct 30, 2025 7:20 pmHi — for example, I’d like to know what the menu in the editor is where the scripts are: what each option does and how/where it works.Imeror wrote: ↑Thu Oct 30, 2025 7:06 pmTomas45 wrote: ↑Thu Oct 30, 2025 5:11 pm Hi, the map is good — the problem is just that Korea is small. I could have made it bigger, but I didn’t have a good reference. By the way, do you have a guide on how to script? I couldn’t find anything, not even on YouTube. I wanted to try it, but I’m totally lost.
Firstly, things start to take shape :
All active South Korea units are ready to roll !
I give real names to the units, so that player know what he is really commanding.
It will be harder for North Korea : they don't say a lot of things about the structure of their army.
I will try to make deductions
About scripts, that depend on what you intend to do.
Tell me what is your idea : I can make it for you with screenshots to show you the process precisely.
For example, I place infantry and I want them to move somewhere or capture a town or barracks. What units should the AI buy and where should it move them. Something long‑term about how things are written (how to script it). I don’t really know how it works myself — the idea just came to me.
By the way, what do you think about the political camps in Korea?
I’m glad you like the map
If I had more types of buildings, it would be great — for example, American, Asian, more European, or even African buildings. I have a lot of things already in progress that I’m preparing, so there’s a lot to look forward to.

Will there be an opportunity to play on this map and for North Korea ( their troops are so reminiscent of the Soviet army of 1960-70 years ) )))
https://en.wikipedia.org/wiki/Korean_People%27s_Army

Last edited by bondjamesbond on Fri Oct 31, 2025 6:11 pm, edited 2 times in total.
https://mynickname.com/id73473


Re: Modern Conflicts –Maps by Tomáš
Hi, I’m going to practice making units so they can defend, attack, and purchase. We’ll see — if it works, I’ll make it playable.bondjamesbond wrote: ↑Fri Oct 31, 2025 6:23 amWill there be an opportunity to play on this map and for North Korea ( their troops are so reminiscent of the Soviet army of 1960-70 years ) )))Tomas45 wrote: ↑Thu Oct 30, 2025 7:20 pmHi — for example, I’d like to know what the menu in the editor is where the scripts are: what each option does and how/where it works.Imeror wrote: ↑Thu Oct 30, 2025 7:06 pm
Firstly, things start to take shape :
All active South Korea units are ready to roll !
I give real names to the units, so that player know what he is really commanding.
It will be harder for North Korea : they don't say a lot of things about the structure of their army.
I will try to make deductions
About scripts, that depend on what you intend to do.
Tell me what is your idea : I can make it for you with screenshots to show you the process precisely.
For example, I place infantry and I want them to move somewhere or capture a town or barracks. What units should the AI buy and where should it move them. Something long‑term about how things are written (how to script it). I don’t really know how it works myself — the idea just came to me.
By the way, what do you think about the political camps in Korea?
I’m glad you like the map
If I had more types of buildings, it would be great — for example, American, Asian, more European, or even African buildings. I have a lot of things already in progress that I’m preparing, so there’s a lot to look forward to.
https://en.wikipedia.org/wiki/Korean_People%27s_Army
Re: Modern Conflicts –Maps by Tomáš
I hope my explanations were clear and that you manage to set your scenario as you want.
I'm continuing to work on your map, do you prefer that I post on your thread to show how it advance or on mine instead to not let your next map/scenario have less visibility because I'm also posting what I am doing ?
The thing is that I don't intend to hijack your thread
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
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Re: Modern Conflicts –Maps by Tomáš
Hi Imeror, it’s all good — I’m really glad, and feel free to post in your own thread or in mine, at least I have someone to talk to a bit.Imeror wrote: ↑Fri Oct 31, 2025 1:55 pmI hope my explanations were clear and that you manage to set your scenario as you want.
I'm continuing to work on your map, do you prefer that I post on your thread to show how it advance or on mine instead to not let your next map/scenario have less visibility because I'm also posting what I am doing ?![]()
The thing is that I don't intend to hijack your thread![]()
I don’t even know what your thread is called, haha.
Anyway, I tried quite a lot — I also let the AI buy its own units: some tanks, infantry, and artillery.
But the infantry and artillery come without vehicles, so they move on foot or push the guns by hand.
I’m a bit disappointed that the AI doesn’t buy airplanes, helicopters, or anything else.
And now I’ve started working on another map again.
And you’re not bothering me — everyone who posts in my thread is welcome, and I’m really glad about that
And I’m glad that you’re posting in mine too
Re: Modern Conflicts –Maps by Tomáš
So, the Korean War scenario(s) advance !

I'm using the icons from the "grand scenario" submod, otherwise nothing could be seen.
At the start of the scenario, only first echelon troops near the border are available.
Each side will receive different reinforcements as the game progress.
I intend to make two variants :
-a "pure" korean war, with no foreign reinforcement.
- a larger regional war, with far more events that will involve other big powers around.
Note that the first scenario will also be filled with scripts to simulate mobilization, attrition, North Korean raids from submarines, etc... ; but I intend to make the second variant more rich in scripts, with the coming of foreign reinforcement, naval convoy, etc...
The South Korean army is pretty accurate, with each unit representing a real brigade ; but since the NK one don't communicate a lot (no... don't communicate at all, in fact) about the structure of their army, it is more random.
I put more artillery brigades into each infantry divisions, large armored corps, etc... to at least represent what is known about the KPA.
Usually, the transport icon will replace the real unit icon by default in the editor.

I'm using the icons from the "grand scenario" submod, otherwise nothing could be seen.
At the start of the scenario, only first echelon troops near the border are available.
Each side will receive different reinforcements as the game progress.
I intend to make two variants :
-a "pure" korean war, with no foreign reinforcement.
- a larger regional war, with far more events that will involve other big powers around.
Note that the first scenario will also be filled with scripts to simulate mobilization, attrition, North Korean raids from submarines, etc... ; but I intend to make the second variant more rich in scripts, with the coming of foreign reinforcement, naval convoy, etc...
The South Korean army is pretty accurate, with each unit representing a real brigade ; but since the NK one don't communicate a lot (no... don't communicate at all, in fact) about the structure of their army, it is more random.
I put more artillery brigades into each infantry divisions, large armored corps, etc... to at least represent what is known about the KPA.
It can be solved easily : in the unit screen that I showed you previously, one line is called "organic transport", or something like that. Just select the transport you want to give to the unit, and done.
Usually, the transport icon will replace the real unit icon by default in the editor.
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
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Re: Modern Conflicts –Maps by Tomáš
I'm working on another map — it could be released publicly on Sunday evening. Unfortunately there are no flags for either country so they'll be white; if someone makes flags for me later I'll do a quick update. For now I'll keep it to myself — mainly what it's about and which locality it's from. Size is 100×100. Thanks, Tomáš.
-
bondjamesbond
- Brigadier-General - Elite Grenadier

- Posts: 2211
- Joined: Mon Jun 27, 2022 10:10 pm
Re: Modern Conflicts –Maps by Tomáš

Oh Korea is starting to wax and make sense ) I'm looking forward to going there for battle )
Well, and I'd also like a map of Africa on which ISIL petrol tankers can drive oil from Libya and Syria to the Turkish border and local ports for smuggling )))) Well in return oil dollars can be converted into prestige and military supplies of arms from black markets ))
https://yandex.ru/images/search?lr=1033 ... 0%B8%D0%BB
https://en.wikipedia.org/wiki/Oil_produ ... amic_State
https://ru.bellingcat.com/novosti/mena/ ... r-oil-men/
viewtopic.php?p=1034519#p1034519
Also we can destroy these petrol tankers with the help of aviation ) I think these tasks will be no worse than the hunting of Ukrainian aviation for the Russian pvo which was created by our French friend in his time ))))
https://lenta.ru/news/2015/12/02/alot/
https://tvzvezda.ru/news/201606070752-8c8f.htm
https://yandex.ru/images/search?lr=1033 ... 0%B8%D0%BB

https://forum.guns.ru/forum_light_messa ... 32463.html
https://www.businessinsider.com/rare-pi ... ary-2016-4
The North Korean Air Force used the An-2 in covert operations against South Korea. These biplanes could fly low and slow enough to be undetected.
- Attachments
-
- 7792224.jpg (138.93 KiB) Viewed 84 times
Last edited by bondjamesbond on Fri Oct 31, 2025 6:31 pm, edited 7 times in total.
https://mynickname.com/id73473


Re: Modern Conflicts –Maps by Tomáš
I have no problem making any kind of map — the harder part for me is the armies and missionsbondjamesbond wrote: ↑Fri Oct 31, 2025 5:16 pm Oh Korea is starting to wax and make sense ) I'm looking forward to going there for battle ) Well, and I'd also like a map of Africa on which ISIL petrol tankers can drive oil from Libya and Syria to the Turkish border and local ports for smuggling )))) Well in return oil dollars can be converted into prestige and military supplies of arms from black markets ))
https://yandex.ru/images/search?lr=1033 ... 0%B8%D0%BB
https://en.wikipedia.org/wiki/Oil_produ ... amic_State
https://ru.bellingcat.com/novosti/mena/ ... r-oil-men/
viewtopic.php?p=1034519#p1034519
Also we can destroy these petrol tankers with the help of aviation ) I think these tasks will be no worse than the hunting of Ukrainian aviation for the Russian pvo which was created by our French friend in his time ))))
https://lenta.ru/news/2015/12/02/alot/
https://yandex.ru/images/search?lr=1033 ... 0%B8%D0%BB

