? Strange indeed.I'm a bit confused why sendspace does not work for me, I can dl other files from there, but still not this one.
Anyway, happy that everyone can get it now. I remove the rapidshare link as it still does not seem to work.
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
? Strange indeed.I'm a bit confused why sendspace does not work for me, I can dl other files from there, but still not this one.
Believe me, this is not my favourite music, either.Some of the music may not be everyones taste
I think it is all right, I just checked my savegame and I finished with 851... Prestige will be usually scarce, just like in the first half of your IJA campaign. It is easy to lose a core unit here, happened to me as well during testing. Slovak and Hungarian units are approximately at the same level.I went out with some 800+ prestige
HeHeMcGuba wrote: Believe me, this is not my favourite music, either.
Played the scn. Got a MV at 23/24, but found it quite difficult, and probably could not have won without a bit of luck (RNGs in my favour). So I would welcome making life for the player a little easier.In the next, Yugoslav scenario the player has to look out for Partisans. They can make a lot of trouble behind the frontline. In the next release I will probably make them even more weaker.
I will further reduce the stats of the partisan units in the next release. They will be more than an annoyance than a serious threat. Still they can cause some damage, especially to land transports. Also increased the number of turns to 28, and for a DV the player will need 24. The first scenarios are not intended to be hard. Their purpose is to introduce the new nation specific units.I would welcome making life for the player a little easier
It is indeed a good idea to leave the less mobile units behind to guard the captured primary objectives. But then, obviously, the player can commit less and less forces to the advance.I had to drop off constantly forces for guarding my back
The retreating Yugoslav forces destroyed most bridges. The attacking Hungarians could only take the one at Szenttamas (24,27) intact. Massi's mod includes destroyed brige tiles, and I used these, so apparently it is possible to tell them apart from the intact ones. However, it may not be obvious at a first glance, so I will give them the new string "destroyed bridge" and maybe some graphical enhacement is needed here as well.One thing I'm wondering about is road bridges
McGuba wrote:I will further reduce the stats of the partisan units in the next release. They will be more than an annoyance than a serious threat. Still they can cause some damage, especially to land transports. Also increased the number of turns to 28, and for a DV the player will need 24. The first scenarios are not intended to be hard. Their purpose is to introduce the new nation specific units.I would welcome making life for the player a little easier
It is indeed a good idea to leave the less mobile units behind to guard the captured primary objectives. But then, obviously, the player can commit less and less forces to the advance.I had to drop off constantly forces for guarding my back
The retreating Yugoslav forces destroyed most bridges. The attacking Hungarians could only take the one at Szenttamas (24,27) intact. Massi's mod includes destroyed brige tiles, and I used these, so apparently it is possible to tell them apart from the intact ones. However, it may not be obvious at a first glance, so I will give them the new string "destroyed bridge" and maybe some graphical enhacement is needed here as well.One thing I'm wondering about is road bridges
1000 presige should be ok. Your core is ok as well, but, as it is hinted in the briefing, the player can make good use of a core bridging unit in this scenario. The player will definately need one in the later 1941 scenarios. The Soviets also destroy everything they can when they are retreating.
I see. Now that I checked it again, they actually differ visually, and look like destroyed bridges indeed. Should have paid more attention to them...McGuba wrote: The retreating Yugoslav forces destroyed most bridges. The attacking Hungarians could only take the one at Szenttamas (24,27) intact. Massi's mod includes destroyed brige tiles, and I used these, so apparently it is possible to tell them apart from the intact ones. However, it may not be obvious at a first glance, so I will give them the new string "destroyed bridge" and maybe some graphical enhacement is needed here as well.
Done.A "destroyed bridge" string over them would IMO be enough.
Uhu reported the same. Now I see that I was a bit harsh regarding the DV limits in the 1941 scenarios. Same goes for the prestige. I will revise these things in the next release. Players should not loose their motivation early on.I wasn't able to come anywhere close to the DV at 25 turns.
Historically, they faced the same problem, the retreating Russians destroyed all the bridges and created road blocks in the mountain passes. Moreover, the commanding generals wanted to use not just one, but at least two passes to cross the Carpathian Mountains, but for some reason, high command had decided to squeeze the whole 40.000-men-strong Mobile Corps through the Tatar (Jablonica) Pass, which led to some chaos and disorder. (By the way this part of the sceanrio bears a little resemlance to the Kokoda-track scenario of the IJA campaign.)I lost time already before enemy contact as it was difficult to get forces through the narrow mountain range, and over the rivers in time.
I think this is the best solution as there is an aux bridger in the previous scenario as well and that would help to create a feeling of continuity. Will do.The core bridge eng served me well again, but I would ask to add an aux one from the start
Same as above. Maybe 2 more turns for DV. However, it is not the end of the world if a player cannot make DV in each and every scenario. Now THAT would be ahistorical.Although I made a DV here I found the 24 turn limit for a DV a bit too tight.
I do not like these types of scenarios, either. I like to defeat the (A.I. ?!) enemy and not the clock. But then again, historically, this phase of the war was indeed a race against time, German and minor axis mobilised armies rushed forward to encircle more and more Soviet armies in the the so-called "Kesselschlacht" tactic or cauldron battles.This way it felt often like the "race" scenarios in vanilla, where you need to hurry all the time.
It is already in place. Please check gamerules.pzdat.a slow down of exp gain could be worth considering
Being the first scenario of the 1942 chapter, it is intentionally fairly easy, but difficulty in the next scenarios will gradually increase. The 1942-43 scenarios take place in the same map as there was not much movement at, all so these battles indeed differed so much from anything before. It is really like a new chapter, a new year, "counter to zero", with several new units which need some introduction and testing. It can be seen as a testing ground or military exercise, bit like the tutorial. The player will need the full knowledge of the map and the new units to be successfull in the next fateful scenarios.Scn-wise this came somewhat as a surprise since it turned out to be very easy, and so was over quickly. After the sometimes harsh scns before it was kinda welcome to have an easier life for a change.
I made the unit icons for the He-46 and Ca.135. Also for the new Hungarian guns and transports. Praise has to go to you in the first place, though, as you re-created the vanilla aircraft in excellent quality and I made good use of them. I tried to make the new additional planes in the same style and quality to preserve uniformity. In the next release there will be more "Hungarianized" versions of your German aircraft.Some of the new gfx are very nice...Good job on those whoever did them
Historical record says the village of Uryv changed ownership more than a dozen times in 1942, so it works as intended.Very intense fighting, esp. in the north VHs changed their flags several times.
It means that in this case you did better than historically, which is excellent, but I might have to make this scen a bit harder. Historically, German-Hungarian forces could only achieved MV. A DV here means better defenses in the next scen, which is slightly ahistorical, while MV leads to the historical outcome. At some key points it is possible to slightly depart from the historical path. Otherwise there would be no motivation.It was basically decided around turn 18, when the main Soviet counter-attack petered out.
This will take some time, however, there will be a new release soon with minor fixes. The final scenario of the current release is the conclusion of the 1942-43 "chapter", so a bit sad that you stopped now, but there is no urge, of course.I'll rather continue if there is a new version out including later scns.
I will re-set the presitge allocation a bit. However, the further the player gets in a campaign, the harder it is to estimate his prestige. The ultimate solution for this problem is not to make too long campaigns, I guess...As a general observation, during the first scns prestige was more of a problem than now in those later battles post 42.
McGuba wrote:Hmmmmm, bebro, I know you did not want to play the last "Alexeyevka" scenario, but could you just start it, and see if it crashes during the AI move? Uhu has reported a CTD there, even if he used the /nocache switch. I could not replicate the CTD, even though I tried on two different computers.
Currently the total number of units in this scenario is 217. It should not cause a problem, should it?
Or maybe anyone else who has downloaded the latest release... Please give feedback if you experience the same problem.