The Elite Units Mod ----Patch 1.24 and LOV compatibility

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Anfield
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Anfield »

Id be fine with you doing the reconmovement with those.

Who did the Green uniformed SE Infantry units by the way? And do you know how they skinned them or edited them?
airbornemongo101
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

VonPaulus did the all of the arty as well as the SE inf. and SE 109's.

I don not know what program he uses
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


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Anfield
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Anfield »

Thanks ill check with him.
ThvN
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by ThvN »

airbornemongo101 wrote:I have a question,however and would like some feedback from both users of mod the and any others who would like to comment.

I'm thinking about adding the reconmovement trait to both the Kav and m/c troops. Both the m/c's and Kav were used exstensively by all branches of the Wehrmacht until (roughly) '41-'42 as both recon and "fast" infantry.

Anybody who knows me knows that whole I'm not a card carrying member of the historical accuracy police :shock:.. I try to keep things kinda both historical and gameplay balanced.

I was thinking that by adding the reconmove trait both the Kav and Krads would have more appeal to the player of the mod (I know that I myself would use the hell out of them until the became obsolete) and show their true role in the Werhmacht.

Please post your thoughts and as always all views are welcome..just please remain civil and polite

Thanks for your time and thanks to all users of the mod for their interest
Mr. Mongo, no worries, I can be very polite! In spite of the fact that I'm even worse then the historical accuracy police... I'm afraid I've run out of cards, I really must inform HQ about my poor supply situation :P ... I even have a secret identity as a grammy... garment... grammer... whatever, you know the score.

The Kradschützen came a little late to the party. In 1939-1940, the Germans used Kavallerie and Bicycles to form an 'Aufklärungsabteilung' (recon company) for most Infantry divisions (http://en.wikipedia.org/wiki/Aufkl%C3%A4rungsabteilung).

Later on these hapless creatures were given SPW (SchützenPanzerWagen = SdKfz 250, very common as a recon unit on the Eastern front), as all their horses were turned into pizza and their bicyles were crushed by inattentive truck drivers... But until then, they were a standard recon formation, so a 'reconmove' trait would be very suitable. The motorcycles were not very effective in the Sovjet mud, so they got traded later on for the Kübelwagen, which could carry two extra people to help it push and play poker when waiting for their inevitable demise. Anyway, do as you please.

BTW, I have to ask: I've read numerous times that the German paratrooper equipment was inferior to that used by the Western Allies (parachute rigging?), is there any truth in this? And what would be a suitable weapon to portray the Western Allied paratroopers with in an icon, the M1 Carbine or something else? And I've noticed the coming exploits of a group calling themselves the 'Mongo's Minions', apparently raised by some Belgian entrepeneur, I am curious as how they would have been equipped...
Anfield
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Anfield »

Only Officers and gun crews carried the M1 Carbine, and most hated the weapon for lack of power and dumped them. Most troopers would have carried the M1 Garand rifle with a good mix of Thompson SMG mixed in. They also used the Light Machine Gun M1919 but since thats fired mostly laying down, might not make the best icon image. I think the US Icon now has a trooper with a "greese gun"? Though I dont think they were that common. Id say two guys with M1 Garands and one more with a Thompson SMG be perfect.
airbornemongo101
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

@Thvn

You've heard correctly about German 'chutes.

I just lost a whole page of funny ,yet infomative text (and if I say so myself it was brilliant) that took me at least 45 mins to type (and no I can't type.. obviously :? ) and spell check (beings you're a grammar cop I didn't want to caught in a illiteracy sweep).


I HIT SUBMIT AND IT ALL VANISHED
:evil: :twisted: :oops: :cry:

I agree w/ Anfield about the icon.

Now I'm going to go and cry about losing some of the most brilliant stuff that I've written in months
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5
airbornemongo101
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

******************************************* New Update*******************************************

Beings that the trend of answers was was for giving the Cav and Krads the reconmove trait I made the changes

Now the Cav and Krads units (all 3 branches) have the reconmove trait.

I also added the missing movement sounds for the Waffen SS and SE 38t.

Put the equipment file in the data folder of your Elite Units mod folder (both in GME and your vanilla mods folder)

Put the efx file in the grahpics folder of your Elite Units mod folder (both in GME and your vanilla mods folder)

You download the new update here:

http://www.mediafire.com/download.php?lfbj5o0irx906g4

Changes also applied to main download
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5
Cataphract88
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Cataphract88 »

Thanks a lot for the new update Airborne :D
Richard
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

Richard1 wrote:Thanks a lot for the new update Airborne :D

You're welcome..thanks for playing the mod
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

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Magic1111
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Magic1111 »

Richard1 wrote:Thanks a lot for the new update Airborne
Many thx from me too! :D
airbornemongo101
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

You're welcome magic
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

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airbornemongo101
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

I've got an idea that I would like some input on.

I'm thinking of making an seperate update for Elite Units that would make all captured equipment into bonus units.

The reason I say seperate is that I would keep the original Elite Units the same or depending upon responses I could incoproate it into Elite Units,or if people think it's a dumb idea not even implement it.

My primary reason for making it a seperate update is to not screw up the DLC's and having the whole concept of the varied bonus units available get screwed up also. (the player would wind up w/ a slew of bonus tanks and not much else,which was my main reason for making the Elite Units..a more varied range of bonus units.) but w/ more user content coming out ( I'm mainly thinking of Nico's creations: LOV -vanilla version and GTPG 1 or for that matter any other user made campaign that uses the vanilla equipment file) I thought it might be cool to change all of the captured units to bonus units,which could be upgraded sold...etc, and would add a little twist ,so to speak, and more varied re-playability to campaigns (both user made and DLC).

Like I said above I could keep this "update" seperate (so that the player could just "swap out" the equipment file at their leisure if they don't want to changes permanent and those who don't think it's a good idea would not be affected because the base Elite Units Mod e-file would be untouched.) or I can include it permanently into Elite Units if people think that's a good idea.

Any thoughts and debates both pro and con are welcomed..just please be civil.

I'm not going to even to think about doing this until Monday..so there is plenty of time to voice opinions.
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5
Anfield
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Anfield »

If you mean bonus in the way that there is a random chance you wouldnt get the captured unit, but if you did it would be SE and not count against your core id be fine with that.

However if you meant it as every captured unit would now be SE and not count agaisnt your core, not sure thats a good idea. Just had a fast look at the captured units list on the forum, and that could mean that by the start of 42, you can deploy 14 bonus SE captured units. Core deployment for the start of the 42 DLC is 32. Now you would be able to deploy 46 units including captured SE units. And I think by 42 you get least 4 from the random SE units already? Which puts you at 50 deploying units! :shock:

So if you are meaning the second one, I dont think you should, since by 42 in the DLC you are close to doubling the number of units you can now deploy.
airbornemongo101
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

@Anfield

Number one let me thank you for taking the time to reply.

I was talking about making all captured units into SE.

The number of captured units that could be deployed was what I meant about possibly unbalancing the DLC's.

The "game awarded" SE units would probably be gone.....except for the 2 random SE units you can get in 1939 prior to Warsaw.

The game engine looks at how many SE units you have and does not award any if you have the allotted amount already.

IE: if you can be awarded 4 SE units in 1942 (I think),but if you already have 5 (from captured units) the game would not award you a random one.

I already had to turn the SU-122(r) into an SE unit due to the fact that the game locked up (at least w/ people using this mod) when people tried to use it. I tried numerous other ways to fix that bug and the only one that worked was turning it into an SE unit.

What about making a "seperate" patch that players could use if they wanted to?.
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5
Anfield
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Anfield »

Yw, enjoy this MOD alot so always interested when you think up new things for it.

So if you change them to all SE, and the game doesnt award more than your allotted amount, wouldnt that mean you would take some cities and not get the captured unit there, since your amount of SE is full?? Taking 1942 as an example, if im at 4 SE units, any captured units after that would not be allowed until the SE counter goes to 5. Guess im wondering what what happen to SE captured units from cities that I take but dont have the 5 SE slots open?? Do you get what I mean?
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

No you would still get the "bonus captured" units..but the random ones the game awards would be gone.

There already is one captured unit that I turned into a bonus unit (the SU-122(r) and after Buzinokova Depot they function as bonus units.

The captured were units are placed by Kerensky they are not random. When you take the city you would still be awarded the captured unit,but now it would be a bonus SE unit.

The units that you get b4 the scn's start are the ones that would go bye-bye after 1941 (because you would already be at or above the SE unit level that the
game awards).

IE: After the Buzinokova Depot scn. the player can have up to 8 SE bonus units in the core (this is assuming they are bonus units). The game will not award the player anymore random units....but the player would still be able to capture the remaing bonus units in the game by taking the cities)
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

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nikivdd
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by nikivdd »

airbornemongo101 wrote:No you would still get the "bonus captured" units..but the random ones the game awards would be gone.

There already is one captured unit that I turned into a bonus unit (the SU-122(r) and after Buzinokova Depot they function as bonus units.

The captured were units are placed by Kerensky they are not random. When you take the city you would still be awarded the captured unit,but now it would be a bonus SE unit.

The units that you get b4 the scn's start are the ones that would go bye-bye after 1941 (because you would already be at or above the SE unit level that the
game awards).

IE: After the Buzinokova Depot scn. the player can have up to 8 SE bonus units in the core (this is assuming they are bonus units). The game will not award the player anymore random units....but the player would still be able to capture the remaing bonus units in the game by taking the cities)
If you change the capturable units into bonus units, than the opportunity presents itself, to expand the capturable unit database.
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Anfield
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Anfield »

nikivdd wrote:
airbornemongo101 wrote:No you would still get the "bonus captured" units..but the random ones the game awards would be gone.

There already is one captured unit that I turned into a bonus unit (the SU-122(r) and after Buzinokova Depot they function as bonus units.

The captured were units are placed by Kerensky they are not random. When you take the city you would still be awarded the captured unit,but now it would be a bonus SE unit.

The units that you get b4 the scn's start are the ones that would go bye-bye after 1941 (because you would already be at or above the SE unit level that the
game awards).

IE: After the Buzinokova Depot scn. the player can have up to 8 SE bonus units in the core (this is assuming they are bonus units). The game will not award the player anymore random units....but the player would still be able to capture the remaing bonus units in the game by taking the cities)
Airbornemongo101, was that your plan, to add all the SE units now into the captured units option? But for the SU-122 isnt all the captured units tanks right now (wait think there are couple recon in there too)? Have you tested this or tossing it out just for feedback?

If you change the capturable units into bonus units, than the opportunity presents itself, to expand the capturable unit database.
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by airbornemongo101 »

Ok,,,to many quotes thingies...MONGO CONFUSED!!! :twisted: ....MONGO'S HEAD HURT!!! :twisted: ... MONGO NO LIKE WHEN HEAD HURT... :evil: :evil: :evil: :evil:

Should I expand the captured units? (IE: add in JS series and Pershings and more arty units).

The above idea would be awesome in some what if campaigns like LOV and GTPG.

Yes there are a couple of recon in there..the Panhard and BA-64

I'm basically throwing it out there for feedback,'cause what's the point of doing the work if nobody thinks it's a good idea and does'nt use the new stuff
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

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Anfield
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Re: The Elite Units Mod ----Patch 1.13 compatibility

Post by Anfield »

Sure, lets see a list of the units you would add lol
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