AOredone, for none steam users

A forum to discuss custom scenarios, campaigns and modding in general.

Moderator: Panzer Corps 2 Moderators

Andrea69
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 254
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone, for none steam users

Post by Andrea69 »

ADMIRAL3 wrote: Fri Jun 26, 2026 11:45 am please an updated link to download the last version I was Out for the entire june abd will really appreciate tyvm
Hello, here you have a new link
https://limewire.com/d/gtqnO#lzR4vQ9t2d
o_t_d_x
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 250
Joined: Mon Mar 23, 2020 2:39 pm

Re: AOredone, for none steam users

Post by o_t_d_x »

39 was very good too. Won everything first try including most elite objectives with 1 hero p. unit. But it did cost me lotz of prestige. Next time i have to increase the diff. General with one hero for every unit is too easy.

But i didnt make the elite objective in danmark, maybe next time.
Some elite rewards are nearly wotheless for me, others are super must haves. Artillery hero in spain for ex.

On the second finland map there is a mionor bug with the planes: later in the mission, they just fly to fort patoniemi and stay passiv there.

Btw.: You have many infantry units that just hold non important positions forever. Make a script, that activates this units in the last 5 rounds with a probability of 20 percent, for every unit extra. So the player has to hold the victory positions or kill everything that could threaten them. All this units we bypass could be a threat then. And the player never knows, because its different in every playthrough, for every unit. Of course this has to be balanced with other factors. Or on some maps you might be stormed by masses of infantry if you have bad luck with the triggers.

On some russian maps in my old mod of pc1 i had that mechanic with paradrop units. If the germans have air superority then its very low. 2 percent. If the russians have it, then 50 percent. War is about taking and holding positions, not taking not guarding. (and loosing them...) :D And its realistic that bypassed units dont stay passiv forever.

Of course this mechanic should only be on higher diffs. Dont know if thats possible with pc2 scripting.

About the hangar mechanic: Two feelings in my heart: One hand its good, the ai is harder that way. On the other hand, it feels like work. And i have to kill all the time endless waves of air craft. Of course it feels very unrealistic, in the early years of the war, where germany had often total air superority.
Yes i can destroy the hangars, but mostly at the END of the scenario. Maybe there should be more hangars closer to the player, so he can achieve air dominance in the mid of the game sometimes. I solved the problem often with using no planes at all and using multiple overstr. 88 guns. So these planes can do what they want, they cant threaten my groundforce much. But i am only in lille 1940, so i dont know how this mechanic develops later on.

Great work so far, i have lots of fun.
Last edited by o_t_d_x on Mon Jun 29, 2026 12:22 pm, edited 3 times in total.
o_t_d_x
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 250
Joined: Mon Mar 23, 2020 2:39 pm

Re: AOredone, for none steam users

Post by o_t_d_x »

biohazard15 wrote: Fri Jun 12, 2026 9:10 am AOR SCW does feel easier than vanilla - thanks to player-controlled Nationalists.
Ha, youre right. Forgot about the prestige draining ai fools in vanilla. :lol:
Nexus
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 81
Joined: Thu Aug 18, 2011 9:47 am

Re: AOredone, for none steam users

Post by Nexus »

o_t_d_x wrote: Mon Jun 29, 2026 12:04 pm About the hangar mechanic: Two feelings in my heart: One hand its good, the ai is harder that way. On the other hand, it feels like work. And i have to kill all the time endless waves of air craft. Of course it feels very unrealistic, in the early years of the war, where germany had often total air superority.
Yes i can destroy the hangars, but mostly at the END of the scenario. Maybe there should be more hangars closer to the player, so he can achieve air dominance in the mid of the game sometimes. I solved the problem often with using no planes at all and using multiple overstr. 88 guns. So these planes can do what they want, they cant threaten my groundforce much. But i am only in lille 1940, so i dont know how this mechanic develops later on.
Criticized the same in the other thread. Imho the reinforcement of the planes should have a cool-down of a few rounds to give at least some incentive to clear the skies.
Andrea69
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 254
Joined: Thu Mar 22, 2012 6:07 pm

Re: AOredone, for none steam users

Post by Andrea69 »

o_t_d_x wrote: Mon Jun 29, 2026 12:04 pm 39 was very good too. Won everything first try including most elite objectives with 1 hero p. unit. But it did cost me lotz of prestige. Next time i have to increase the diff. General with one hero for every unit is too easy.
Campaign difficulty should progressively increase, keep that in mind when choosing your general's traits. If you want a sufficiently challenging experience, I recommend playing without overstrength; as for the overall difficulty level, I believe FM is the best choice, because Generalissimus forces you to rely far too heavily on the surrender/capture mechanic.
o_t_d_x wrote: Mon Jun 29, 2026 12:04 pm But i didnt make the elite objective in danmark, maybe next time.
Some elite rewards are nearly wotheless for me, others are super must haves. Artillery hero in spain for ex.
Well, with few exceptions, the rewards for elite objectives are commensurate not only with the difficulty of completing them but also with the difficulty of the scenario as a whole, as in a difficult scenario the player is likely to have fewer resources to devote to the elite objective.
o_t_d_x wrote: Mon Jun 29, 2026 12:04 pm On the second finland map there is a mionor bug with the planes: later in the mission, they just fly to fort patoniemi and stay passiv there.
Thanks, will check this
o_t_d_x wrote: Mon Jun 29, 2026 12:04 pm Btw.: You have many infantry units that just hold non important positions forever. Make a script, that activates this units in the last 5 rounds with a probability of 20 percent, for every unit extra. So the player has to hold the victory positions or kill everything that could threaten them. All this units we bypass could be a threat then. And the player never knows, because its different in every playthrough, for every unit. Of course this has to be balanced with other factors. Or on some maps you might be stormed by masses of infantry if you have bad luck with the triggers.
Of course this mechanic should only be on higher diffs. Dont know if thats possible with pc2 scripting.
Honestly, I don't know if it's possible, but if it were, it would certainly require a lot of work in terms of rebalancing. It would undoubtedly give many players a massive headache, as they would have to rethink their attack and territory management strategies 8)
o_t_d_x wrote: Mon Jun 29, 2026 12:04 pm About the hangar mechanic: Two feelings in my heart: One hand its good, the ai is harder that way. On the other hand, it feels like work. And i have to kill all the time endless waves of air craft. Of course it feels very unrealistic, in the early years of the war, where germany had often total air superority.
Yes i can destroy the hangars, but mostly at the END of the scenario. Maybe there should be more hangars closer to the player, so he can achieve air dominance in the mid of the game sometimes. I solved the problem often with using no planes at all and using multiple overstr. 88 guns. So these planes can do what they want, they cant threaten my groundforce much. But i am only in lille 1940, so i dont know how this mechanic develops later on.
As I said in the other thread, the hangar mechanic is active only in AO40 and especially in Sealion scenarios, it does not reappear thereafter. If you want to limit its effects, the best strategy is simply damaging enemy aircraft without destroying them, as the spam only triggers when they are destroyed. At the end of the day, it’s a mechanic I don’t particularly care for either, but I think it works well to simulate German frustration with the RAF in 1940.
Post Reply

Return to “Panzer Corps 2 Scenario Design”