BloodStorm Final for multiplayer only

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

BloodStorm Final for multiplayer only

Post by EuroBoss »

Image



Notes:BloodStorm was ment start where SeaBattle finshed.





I HAVE NOT TESTED THIS FOR MP YET So please bear in this in mind
All postive and constructive feedback is welcome
I'm 90% happy with the way map looks and plays there maybe changes to correct some errors if found at later point.
Start date and number of turns may change later.I was aiming for between 15-17 turns but it works to small
Last edited by EuroBoss on Wed Aug 31, 2011 7:07 am, edited 7 times in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Update of graphics
More prestige change
Weakened and strengthened some xp and strength for some units
Changed some entrechment values

Version 2
Last edited by EuroBoss on Sat Aug 27, 2011 10:22 am, edited 1 time in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Another update to graphics with overlays polish
Fixed a broken river tile
Add two Allied Russian secondary objective ports that doing nothing(no naval units)
Updated preview screenshot
Version 3
Last edited by EuroBoss on Sat Aug 27, 2011 10:21 am, edited 1 time in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Update

Fixed a broken bridge

Added string names for all bridges

Added string names for all lakes

Added string names for all rivers

Added string names for all Primary and Secondary objectives

Added truck transport for allied units that can use them

Added five more IS2's to Russians

Added two Gustav rail guns captured from the Axis in SeaBattle

Strengthened xp and stregth for six axis paratroopers

Added bit more polish to graphics

Version 4





Version 5 should be last one there won't be anything extra added.Purely an AI update afther the patch is released
Last edited by EuroBoss on Sat Aug 27, 2011 10:20 am, edited 1 time in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Update

Added new river sara to right of the map
Added three new rail bridges
Added one new road bridge
Fixed a missing bridge string

Version 4.5
Last edited by EuroBoss on Sat Aug 27, 2011 10:19 am, edited 2 times in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Update

Added three more rivers to the right of the map

Added four more rail bridges

Added three more road bridges

Added prestige change for axis to 600 per turn

Added more river strings

Added more rail and road bridge strings

preview shot of river changes in the left of the map

Image


preview shot of river changes in the right of the map from version 4.5

Image


Edit:
Version 4.7

Fixed Bruekenpionere are set with transport
Last edited by EuroBoss on Sat Aug 27, 2011 10:17 am, edited 1 time in total.
Fritz
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 137
Joined: Thu Jun 23, 2011 4:53 am

Post by Fritz »

I tested your scenario.

There are some bugs:
The soviet cities at the east near the water can't be captured.
The paratroopers can't jump off/land most of the time.

Your scenario is too difficult.
The soviet have several 5 Star IS-2 which are ultra strong. No german unit can really harm it. The only way is to encircle the unit and let it ran out of ammo. The kllling then takes 10 or more attempts. Depending if overstrengthed/experienced.

Also why do the Allies win if I have more cities captued then them?

My score: 5 of 10
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Fritz wrote:I tested your scenario.

There are some bugs:
The soviet cities at the east near the water can't be captured.
The paratroopers can't jump off/land most of the time.

Your scenario is too difficult.
The soviet have several 5 Star IS-2 which are ultra strong. No german unit can really harm it. The only way is to encircle the unit and let it ran out of ammo. The kllling then takes 10 or more attempts. Depending if overstrengthed/experienced.

Also why do the Allies win if I have more cities captued then them?

My score: 5 of 10

Well thanks for the feedback it's most welcome tho version here isn't the latest

The paratroopers can't jump off/land most of the time.That's a AI bug nothing to with me the devs need to fix this
I will look again at the victory conditions
The soviet cities at the east near the water.I will check this again
Can anybody else here confirm a broken bridge at 22,17, please?


Anyway qite a big update:

Change start date to 2/11/45 that should allow for some snow
Replaced all bm -13 Katusha to bm -31 Katusha's
Removed four armored trains replaced with two amercian bombers/two american fighters
Replaced all five us tanks with m26's instead (as they where far to weak)
Turn count changed to 17
SE Tiger 1's replaced with SE Tiger 2's


Version 4.8
Last edited by EuroBoss on Sat Aug 27, 2011 10:12 am, edited 1 time in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Update

Added six Jagdpanthers
Fixed paratroopers that couldn't disembark
Fixed two secondary objective ports that could not be captured

Version 4.9
Last edited by EuroBoss on Sat Aug 27, 2011 10:11 am, edited 1 time in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Update

Added 8 more secondary objectives for axis comprising of
two air bases one port and five cities

Added strings for all 8 new secondary objectives

Added Hoisted victory flag over HEX strings for all bridges

Added 18 aux units for axis these are mainly bunkers/aa units/three battleships/one aircraft carrier
The reason i have done this because allies core units was 42 at cost of 14521.So to equal this for game balance
without adding to many axis units was to use some cheap units and some very expensive units

see below:

Axis Aux units: 18 (cost=14464) is now equal in terms of cost compared to allied Aux units: 42 (cost=14521)
In terms core units for all is now equal in terms of units/Primary and Secondary objectives theres alot more fairness and balance for mp as they are now equal in number and victory conditions



[AXIS]

Total units: 118 (cost=68861)

Core units: 101 (cost=54970)equal in units

Aux units: 18 (cost=14464)equal in cost



[ALLIES]

Total units: 143 (cost=104512)

Core units: 101 (cost=89991)equal in units

Aux units: 42 (cost=14521)equal in cost




Primary objectives: 34 (axis=17, allied=17) equal

Secondary objectives: 16 (axis=8, allied=8)equal


Version 4.9.1




Edit:

Small update

Removed all old versions of this scenario

Changed more focus for mulitplayer and balance

Added custom string names for all deep sea tiles to "Rehtorb ocean"

Added missing flags for all bridges

Fixed a missing river string

Fixed a rouge unit

Changed start out prestige for both Axis and Allies to 3000 each

Changed prestige per to 600 each for both sides

Listened to feedback there was not enough variety of fighters and bombers for Allies UK and russia.
This has been fixed by removing four bombers for the USA by and replacing them with
Two bombers for the U.K.
One figher and one bomber for Russia

Version 4.9.2
Last edited by EuroBoss on Sun Aug 28, 2011 8:50 am, edited 1 time in total.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Update

Listened to feedback there was to many armoured trains and cavlary units
To combat these changes made:

Removed four cavlary units for axis replaced them with two se gernadiers/two wurfrham 40's

Removed one axis battleship replaced with three He 177a's

Removed two armoured trains replaced with five russian paras in transport

Fixed three missing Hoisted victory flags over HEX strings for three bridges

Fixed three missing transports for axis

Fixed three incorrect Russian tank types

Updated graphics slightly more


Version 4.9.3
Last edited by EuroBoss on Tue Aug 30, 2011 8:26 pm, edited 1 time in total.
Razz1
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 3308
Joined: Tue Jan 18, 2011 4:49 am
Location: USA

Post by Razz1 »

Your really jumping all over the place and just guessing.

Let me help.

Get rid of the Para's in planes. The AI can not use this function.

3 Strategic bombers really swings the balance. Keep an eye on your testing.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Razz1 wrote:Your really jumping all over the place and just guessing.

Let me help.

Get rid of the Para's in planes. The AI can not use this function.

3 Strategic bombers really swings the balance. Keep an eye on your testing.
You are wrong no guess work involved i have listened to feedback theres eight games taking place.
The focus has changed from single player to multiplayer
I can't and won't be blamed because the AI is a retard i have allready moaned about the AI not using air/sea transports fixing this i feel wouldn't tear a great hole in the game balance as
that's how they was intened to work in the very first place :wink:
Honestly what are you asking from scernario designers only to make scenario and campaigns the AI can deal with?
This scenario so far as gone thru sixteen diffrent revisions each version is getting better and better due to many hours of testing/online and offline
Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 9593
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Post by Erik2 »

Razz1 wrote:Your really jumping all over the place and just guessing.

Let me help.

Get rid of the Para's in planes. The AI can not use this function.

3 Strategic bombers really swings the balance. Keep an eye on your testing.
But the AI para problem is going to be fixed, right?
I am playtesting custom scenarios like Weserubung, Crete and Malta where the Germans/Italians use paratroops
and Market Garden, Operation Varsity where of course the Allies rely on the paras.

Sorry about hijacking the thread...

Thank you
Erik
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

Erik wrote:
Razz1 wrote:Your really jumping all over the place and just guessing.

Let me help.

Get rid of the Para's in planes. The AI can not use this function.

3 Strategic bombers really swings the balance. Keep an eye on your testing.
But the AI para problem is going to be fixed, right?
I am playtesting custom scenarios like Weserubung, Crete and Malta where the Germans/Italians use paratroops
and Market Garden, Operation Varsity where of course the Allies rely on the paras.

Sorry about hijacking the thread...

Thank you
Erik

No problem you are not hijacking this thread the AI subject is very valid one
Theres more one problem with the AI using sea or air transports
1 paras can't disembark
2 units with acess to sea or air transports that have been set to attackers won't use them
As far as i understand it there won't be any AI fix in the next patch somebody correct me if i'm wrong.
El_Condoro
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 2119
Joined: Tue Jun 03, 2008 9:32 am

Post by El_Condoro »

In SP games where paratroops are used offensively (are they used any other way?) the player should be the attacker and the AI the defender. The AI cannot use paratroops - just the way it is - so the designer has to take this into account. Crete and Market Garden can still work with paratroops as long as the player is the Germans in Crete and the Allies in MG. In MP games, of course, it doesn't matter.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

El_Condoro wrote:In SP games where paratroops are used offensively (are they used any other way?) the player should be the attacker and the AI the defender. The AI cannot use paratroops - just the way it is - so the designer has to take this into account. Crete and Market Garden can still work with paratroops as long as the player is the Germans in Crete and the Allies in MG. In MP games, of course, it doesn't matter.
So what you are in fact saying is that the option of having side 1 or side 2 set as attacker in scenario param is useless
Along with any allied landing craft or types of Dougalus C-47's or axis landing craft or types of JU-52's for the AI
So i will now wait for you to tell me d-day/overlord or any other defensive scenario from the axis perspective the AI shouldn't be the attacker and player as the axis.Absolute rubbish

Edit

I just got back from testing Sealion from the allied perspective and it's the same for AI axis paras can't disembark
Last edited by EuroBoss on Mon Aug 29, 2011 10:39 am, edited 1 time in total.
El_Condoro
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 2119
Joined: Tue Jun 03, 2008 9:32 am

Post by El_Condoro »

The AI can't use paratroops from transports. Whichever side needs to drop paratroops should not be the AI. I can't say it any simpler than that, sorry. For Overlord, if you are focusing on using the paratroops from the air, as compared to the scenario which has them already on the ground, the AI should be the Germans. That's why the scenario has the paratroops already on the ground in the campaign - the AI doesn't know what to do with them if they start in transports.

Side 1 has hard coded air and naval transport types so it should be Axis, unless it's a Russia vs. Allies scenario, in which case it would be better as Russia. Side 2 should be Allies. Either can be attacker. This is a different question to the paratroops/sea transports one though, although as I say both Sides have hard coded transports.
EuroBoss
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 212
Joined: Wed May 11, 2011 12:29 pm

Post by EuroBoss »

El_Condoro wrote:The AI can't use paratroops from transports. Whichever side needs to drop paratroops should not be the AI. I can't say it any simpler than that, sorry. For Overlord, if you are focusing on using the paratroops from the air, as compared to the scenario which has them already on the ground, the AI should be the Germans. That's why the scenario has the paratroops already on the ground in the campaign - the AI doesn't know what to do with them if they start in transports.

Side 1 has hard coded air and naval transport types so it should be Axis, unless it's a Russia vs. Allies scenario, in which case it would be better as Russia. Side 2 should be Allies. Either can be attacker. This is a different question to the paratroops/sea transports one though, although as I say both Sides have hard coded transports.
If it's hard coded then reverse this or at least fix this
El_Condoro
Panzer Corps Moderator
Panzer Corps Moderator
Posts: 2119
Joined: Tue Jun 03, 2008 9:32 am

Post by El_Condoro »

Although the Scenario Parameters dialog box has Axis transports for Side 1 and Allied for Side 2, if you Shift-click a placed unit you can set either transport. If you want to add transports to the hard coded file (editor_unitparams.htm) you can do so, too:

td><select id="SeaAirRailTransport">
<option value="-1">None</option>
<option value="161">Ju 52</option>
<option value="183">Axis Landing craft</option>
<option value="121">Axis Train</option>
<option value="631">Douglas C-47</option>
<option value="653">Allied Landing craft</option>
<option value="601">Allied Train</option>
Post Reply

Return to “Panzer Corps : Scenario Design”