Italian Campaign 2.0 (v.1.99b on 31st of May, 2023.)

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rohanwhitting
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by rohanwhitting »

Hi Uhu,

We love the music and the video on the intro to the Italian Campaign 2.0. Do you know what the music is as we're seeking to get a copy to add to our playlist?

Regards,

Rohan
Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

Yes, you asked already in PM, sorry that I didn't yet answered.
Sadly, I don't know. :? The intro is from DMP's Afrika Korps (http://www.designmodproject.de) - I edited only the title and the credit texts to it. The sound was already in the video. They said that the video is a production of Rai Luce. But you can download with youtube mp3 downloader the music from the Italian Campaign trailer for example. I have no any better advice.

Regards,

Uhu
rohanwhitting wrote:Hi Uhu,

We love the music and the video on the intro to the Italian Campaign 2.0. Do you know what the music is as we're seeking to get a copy to add to our playlist?

Regards,

Rohan
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Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

The Italian Campaign 2.0 was downloaded more than 1500 times: I would thanks to everybody who gave it a try!
Most downloads came from the DMP site - which is currently because of renewing unavailable: more than 1000 downloads! Thank you DMP for the download place and forum! About 180 downloads came from Rapidshare which exists no more (I mean the link). The third and latest link, the wordpress site has now 310+ downloads. Here I can see also statistics which was very surprising for me: most downloaders came from Germany, second from England, third from Hungary (!), fourth USA and only seventh was Italy!

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Last edited by Uhu on Sat Jun 29, 2013 8:33 pm, edited 1 time in total.
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Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

Version 1.5 will be released soon!
Plus later if my dear volunteer is ready with it there will be a German version too.
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timek28
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by timek28 »

Hello Uhu,

I find your campaign very nice. It is completely opposite feeling of play than from the German perspective. Italian units are different, somewhat weaker, and tanks are really bad. So it makes a game much more challenging.

However I encountered a problem playing Tunis campaign for the first time. After I conquer Mareth and push north with bulk of my troops, there is a triggered spawn of several French tanks left close to my troops in middle of nowhere. I already passed that point and this allowed AI to get into my rear and attack my transports without any warning or sign there will be AI counterattack. As far as I know all AI counterattacks in original game required AI troops to be placed somewhere on map before the counterattack was triggered. There was no counterattack from the middle of nowhere spawns. Also there were no spawns close to player units, unless it was in the city hex. All spawns must have been somewhere far in the fog of war. However in Tunisia 3 French tanks pop from nowhere two hexes from my units in visible part of the map (in the middle of desert). I think this issue should be fixed somehow.

Aside from this it is a nice and interesting mod. Thanks :)
Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

Hello Timek,

thank you for your kind words and the critics! I'm happy that you like the mod.
Yes, you are right about AI spawning conditions. I took a look on the Mareth map in the scenario editor and I would say you were unfortunate that your troops triggered the Free French armoured counter attack so late. Still the zone which your troops have to touch to trigger it is maybe too small so I will edit it to make it bigger in the IC 2.0 v1.5 slightly.
Thanks again for the feedback and feel free to write another one if you want!

Uhu
timek28 wrote:Hello Uhu,

I find your campaign very nice. It is completely opposite feeling of play than from the German perspective. Italian units are different, somewhat weaker, and tanks are really bad. So it makes a game much more challenging.

However I encountered a problem playing Tunis campaign for the first time. After I conquer Mareth and push north with bulk of my troops, there is a triggered spawn of several French tanks left close to my troops in middle of nowhere. I already passed that point and this allowed AI to get into my rear and attack my transports without any warning or sign there will be AI counterattack. As far as I know all AI counterattacks in original game required AI troops to be placed somewhere on map before the counterattack was triggered. There was no counterattack from the middle of nowhere spawns. Also there were no spawns close to player units, unless it was in the city hex. All spawns must have been somewhere far in the fog of war. However in Tunisia 3 French tanks pop from nowhere two hexes from my units in visible part of the map (in the middle of desert). I think this issue should be fixed somehow.

Aside from this it is a nice and interesting mod. Thanks :)
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timek28
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by timek28 »

Uhu thanks for the response :)

I'm glad that I learned firsthand how trigger mechanism works in the game. Also one more question - is it possible to have different terrain types for different continents? I installed all what is required by mod (terrain type library or something similar), but that brings sand and tropical conditions to Europe (Spain, France and Albania) as well as Africa.This doesn't bother me much, but is it possible to have realistic terrain types for both Europe and Africa?

Thanks in advance.
Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

Did you use the Generic Mod Enabler?
If you install the North Africa Graphics Pack (DMP) only when it is written in the briefings - at several scenarios - (and than uninstall if said) than you should not encounter the North African terrain types in Europe. :?:

timek28 wrote:Uhu thanks for the response :)

I'm glad that I learned firsthand how trigger mechanism works in the game. Also one more question - is it possible to have different terrain types for different continents? I installed all what is required by mod (terrain type library or something similar), but that brings sand and tropical conditions to Europe (Spain, France and Albania) as well as Africa.This doesn't bother me much, but is it possible to have realistic terrain types for both Europe and Africa?

Thanks in advance.
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timek28
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by timek28 »

Yes I got GME and DMP package.

Oh I get it. It should be done manually... Well I was thinking about automatic possibility, but if it's not possible it's no problem :) I guess that would be possible automatically if original game mixed African and European terrain which it didn't, but African terrain came as a entirelly different game.
Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

The Italian Campaign 2.0 was finished earlier as the official Africa Corps was released therefore the terrain (+ modified scenarios) of the DMP guys was used for it. Still for me it looks better as the official. :)
timek28 wrote:Yes I got GME and DMP package.

Oh I get it. It should be done manually... Well I was thinking about automatic possibility, but if it's not possible it's no problem :) I guess that would be possible automatically if original game mixed African and European terrain which it didn't, but African terrain came as a entirelly different game.
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Greuthungi
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Greuthungi »

Fantastic mod! Thank you very much for such an enjoyable experience. I was diagnosed with a weak spot for the Italians after too many episodes of 'Allo 'allo, so now I am stuck with an Italian miniature army for Flames of War and an urge to play this mod until the early morning :|

I love the difficulty level, although I am suffering because of it. I like playing without using previous saved games, so once something is lost, it is gone. This caused my brand new T-26 to be sunk near the Alabanian coast, and all my tanks to be destroyed except my sturdy little Fiat3000, which is still going strong after a MV on the last turn in Bessarabia. I wonder how far this will take me, I was already 12 units short in my core...
Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

I'm really happy you like the mod. :)
You are a real hero with that style of fighting! On which difficulty are you playing?
I have to say I played on Rommel with scenario reloads only (without ingame reloads). Still it was very hard even for me...and if I would have lost core units I surely wouldn't have made later DVs and survive in the later scenarios. The gamestyle what I prefer is to play scenarios which are really hard but after several tries + some luck finally I can beat them.
So I respect your heroic fighting but I don't know how far will you come with it.
Maybe on lower difficulty you will have enough prestige to replace the losses (on Rommel never :) ), but the lack of experienced units will be surely a major disadvantage in later scenarios. Don't forget that later only the experienced units will have chances against the enemy with better units (except your 149mm artillery) until mid 1943.

Greuthungi wrote:Fantastic mod! Thank you very much for such an enjoyable experience. I was diagnosed with a weak spot for the Italians after too many episodes of 'Allo 'allo, so now I am stuck with an Italian miniature army for Flames of War and an urge to play this mod until the early morning :|

I love the difficulty level, although I am suffering because of it. I like playing without using previous saved games, so once something is lost, it is gone. This caused my brand new T-26 to be sunk near the Alabanian coast, and all my tanks to be destroyed except my sturdy little Fiat3000, which is still going strong after a MV on the last turn in Bessarabia. I wonder how far this will take me, I was already 12 units short in my core...
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Greuthungi
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Greuthungi »

Uhu wrote:I'm really happy you like the mod. :)
You are a real hero with that style of fighting! On which difficulty are you playing?
I have to say I played on Rommel with scenario reloads only (without ingame reloads). Still it was very hard even for me...and if I would have lost core units I surely wouldn't have made later DVs and survive in the later scenarios. The gamestyle what I prefer is to play scenarios which are really hard but after several tries + some luck finally I can beat them.
So I respect your heroic fighting but I don't know how far will you come with it.
Maybe on lower difficulty you will have enough prestige to replace the losses (on Rommel never :) ), but the lack of experienced units will be surely a major disadvantage in later scenarios. Don't forget that later only the experienced units will have chances against the enemy with better units (except your 149mm artillery) until mid 1943.
Luckily I do not play the hardest level (haven't even properly finished playing the vanilla game), but one harder than average. I have to admit, the sole Char B has saved me many times and is the anchor point of my core. All my Italian tanks keep evaporating because of nasty counterattacks ;-)
My arty and bombers do have some experience, but I do not have the points to replenish losses while keeping experience up.

I do encounter a glitch in the Crimea :( I have a ghost Panzer IIIH at the starting line in the Northwest. It does not have an icon, but I can select the empty hex and select to move it. When I do, the game crashes. I need the extra tank! :roll:
Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

Thanks for mentioning it!
Well I wonder where the icons for the PzIIIG and H are disappeared or why are false entries in the equipment file...? :roll:
I checked my save and I see that I played with a valid PzIIIH that scenario so I really do not understand what happened in the meantime. :)

Best solution is that you make icons for the PzIIIG and PzIIIH:
1., Search for the file "PzIIIJ.png" in the /Graphics/Units folder
2., Copy it elsewhere
3., Rename it to PzIIIG.png
4., Copy it back to the /Graphics/Units folder.
5., Make the same with PzIIIH
Until you do not uninstall the whole game these icons will be there regardless you uninstall the mod.

Another solution that you download the fix here:
http://panzercorpsmods.files.wordpress. ... ipment.doc
1., rename the DOC extension to PZEQP!
2., Copy (rewrite) this file to the /Data folder
3., Copy also in the /MODS/Italian Campaign 2.0 1.4/Data folder too so if you uninstall it in the meantime the mod next time the already fixed file will be installed.
Note: you have to start the scenario again (from the last save of the earlier scenario) to activate the changes in the eqp file.

I recommend the first one.
Greuthungi wrote: I do encounter a glitch in the Crimea :( I have a ghost Panzer IIIH at the starting line in the Northwest. It does not have an icon, but I can select the empty hex and select to move it. When I do, the game crashes. I need the extra tank! :roll:
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Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

Greuthungi wrote:sole Char B has saved me many times
It is really useful but I recommend to sell it when you start North Africa in 1942. The cause: it is very expensive to maintain and from that time you will have the Semovente's as useful AT units - with lots of experience since you can upgrade from the arty. Therefore it is not useful to resupply the Char with elite replacement: it also costs extreme much and you will not take it for the whole campaign.
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Kalostaphor
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Kalostaphor »

Am I the only one who cant get this campaign to work with Panzer Corps Allied Corps V 1.20?

I mean I followed the instructions got GSME put the files in the MODS folder then activated them but when I launch the game I dont see the big Italian background poster, just the normal allied corps background poster on the main menu and stuff,

plus I dont even know where to launch the italian campaign from. The thing that I do notice change is the scenario names turn into IDE_ADVANCE_TO_ELBE and stuff like that when I have the italian campaign loaded onto panzer corps,

any help to fix this can be appreciated and thanks!
Uhu
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Uhu »

Dear Gaurav, thanks for the info!
Well, the 1.4 version of the Italian Campaign was tested and played on earlier PC versions (not 1.20). It can be the problem but I'm not sure. Have you tried another mod with GSME and it worked good?
Anyway I will upload a new version which is 1.20-compatible in a few days.
Please report back when you downloaded it and it works or not!
Gaurav251 wrote:Am I the only one who cant get this campaign to work with Panzer Corps Allied Corps V 1.20?

I mean I followed the instructions got GSME put the files in the MODS folder then activated them but when I launch the game I dont see the big Italian background poster, just the normal allied corps background poster on the main menu and stuff,
plus I dont even know where to launch the italian campaign from. The thing that I do notice change is the scenario names turn into IDE_ADVANCE_TO_ELBE and stuff like that when I have the italian campaign loaded onto panzer corps,

any help to fix this can be appreciated and thanks!
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Kalostaphor
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Kalostaphor »

Ok thanks for a quick reply! Didnt expect it that fast!

By the way yes there are mods that have worked like the IJA Redux campaign, or the sound mod, or GC unit revisions by deductor work perfectly fine with GSME for panzer corps. By the way, thanks for all your hard work on this mod, I will be waiting with anticipation with a compatible version for 1.20 :D
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by okiemcguire »

I am running the Italian Campaign 2.0 v1.4 with PzC 1.20...just activated it again thru GME and tested. The initial Italian screen opens and on New Game, the upper right picture activates the play...
Kalostaphor
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Re: Italian Campaign 2.0 (v.1.4 on 9th Dec 2012)-New d.load

Post by Kalostaphor »

Hmmm is it because I dont have the original panzer corps or north afrika corps?

I only have the allied corps version of the game (and all the grand campaigns). Could that be the problem? Otherwise I dont know why it wont work on my game :(
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