Inferno: A Red Army Campaign - full release v 0.85

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timek28
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Re: Inferno: A Red Army Campaign - beta version out!

Post by timek28 »

Ok thanks :)

One more thing, autosave for Soviets is regarded as autosave for Axis. Maybe this could be turned around somehow :)
bebro
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Re: Inferno: A Red Army Campaign - beta version out!

Post by bebro »

That's intentional, work on this mod started way before AC was available. Back then allied nations couldn't get random bonus units, and a trick to get around this was to set them up as axis internally (and the Germans as "allied"), just with renamed strings and some "reversed" gfx.

Switching sides back to normal because as bonus units work now since AC would mean that basically all scns have to be re-done, which I rather want to avoid... ;)
timek28
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Re: Inferno: A Red Army Campaign - beta version out!

Post by timek28 »

bebro wrote:That's intentional, work on this mod started way before AC was available. Back then allied nations couldn't get random bonus units, and a trick to get around this was to set them up as axis internally (and the Germans as "allied"), just with renamed strings and some "reversed" gfx.

Switching sides back to normal because as bonus units work now since AC would mean that basically all scns have to be re-done, which I rather want to avoid... ;)
I understand :) So far the campaign has been quite fun. I can feel the disorganization of Soviets at that time. I have lots of units which are very weak, some halved in strength and generally spread out with no real organization or formation. Good job in recreating spirit of Soviet front, and I hope you will find time to pull this project to the end that it deserves and that we all hope for :)
timek28
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Re: Inferno: A Red Army Campaign - beta version out!

Post by timek28 »

Ahm... I got to the 5th scenario I think. Winter offensive Moscow. Some strange things happen. German troops have AK cameo (yellowish), and music is played from Afrika Korps. This somehow doesn't go with snow and ice in Russia. Is this a bug?
bebro
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Re: Inferno: A Red Army Campaign - beta version out!

Post by bebro »

The first full winter scn (offensive early 42) should use winter gfx for most units.

Thing is, to have units changing from normal gfx to whitish winter look I used a modded theatre setting - "Africa" is now "Winter". This is used for several scns playing in 100% winter setting, without any change mid-scn. But you should not get the orignal yellow-brownish Africa gfx there, but new winter camo for most units coming with that mod.

As result of using a modded Africa setting the game plays automatically the music from AK in all *full* winter scns - IMO that doesn't hurt, I actually like the tune. So that's correct, the question remains whether you get incorrect gfx. Do you have per chance a screenshot of this prob?

Here is a shot how units should look at this point if all is working correctly:

Image

Some might look differently since this is newer than the beta. However, if you see units in AK look it is wrong and either the mod is not set up correctly, or (if it's just a couple) could be I missed to provide winter gfx for those...
timek28
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Re: Inferno: A Red Army Campaign - beta version out!

Post by timek28 »

Hi bebro :) This looks really nice. But unfortunately I don't get that look. I get exact yellow German units that appear in AK. I mean exact. I will be uploading a screenshot soon but I think you know what I mean.

On the other hand I installed mod correctly I think. Both the Mod part and the GME part, and I activated GME. I will double check that to see if everything is correct.

Also there is no single white unit in the snow, they are all yellow, so something has to be wrong. I will check out and report.
valhain
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Re: Inferno: A Red Army Campaign - beta version out!

Post by valhain »

That's the look I get, all in winter cammo, no yellow german units whatsoever.

Hadn't noticed the AK music, as I mute it and play red army chorus songs :) :)
timek28
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Re: Inferno: A Red Army Campaign - beta version out!

Post by timek28 »

Something is definitely off. I looked and mod and GME seem to be OK.

I realized that on several occasions I was supposed to get reinforcements or gift units during the mission but I didn't get them (so I struggle with prestige and unit experience). Also I got unit named captured Pz38t in Kharkov42 scenario but instead of that tank I got a truck (lorry) that carries nothing and which is good for nothing.

I believe something is not right with settings file. I might try to reinstall the whole mod. I don't know weather it has to do something with several games being installed, as well as patches (PC, AC and 1.21 patch)...
bebro
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Re: Inferno: A Red Army Campaign - beta version out!

Post by bebro »

Yeah, this sounds really wrong. The most obvious problem can be that the split install wasn't done correctly. Did you see my post on page 6 of this thread having the two big pics that show install paths? Did you install the mod in a similar way? Do you see the big title pic (dark red sky) when launching the mod as it appears in the first post of this thread?

Other than that, I could see probs caused by patching the game while you have another mod activated in GME.

I'm running the mod under 1.21, so that shold be ok. I don't have AC to test, but if it works under 1.21 I assume it should run there too.
timek28
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Re: Inferno: A Red Army Campaign - beta version out!

Post by timek28 »

I don't know what's going on. I checked out the install paths, installed mod again in the same paths as in page 6 (although they where already correct), however no dark red sky appears in the beginning. Only regular tiger tanks and the cameo and graphical problems persist. So that is indication that something is not right. I saw some people reinstalling game in order to get the mod to work correctly, but I might not do that unless I see the other GME mods behave in the same way.

The LoV is coming out supposedly this week and I will first try that mod out. If it starts to create problems like this one I might reinstall game. I also had some issues trying to play RV DLC2 mod (I had some strange unit restrictions like I was only able to by tanks for some reason). However never before this I had any problems with any mods or GME. I tried GTPG, RV1 and latest Allied General mod from Nikky and everything worked perfect.
bebro
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Re: Inferno: A Red Army Campaign - beta version out!

Post by bebro »

From the description it sounds almost certainly like it can't access the GME part of the mod (which has all the custom units, gfx etc.). I'd highly assume it's a prob of the installation of that specific mod, not the game install in general or a patch.

Hard to say without seeing your setup, but bear in mind those paths given on the install help a few pages earlier might differ due to different setup of PzCor the MyDocuments/MyGames folder(s) on your individual machine. Of course, I can fully understand if you don't want to go through all the hassle of redoing installs. Still hope we get a better moddir function from the devs that would eliminate the need to use GME at all at some point and make mod handling a lot more comfortable.
bebro
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Re: Inferno: A Red Army Campaign - beta version out!

Post by bebro »

I'll take the beta offline during the next days. Not sure if I manage to get out the full version before Dec 31, but if not it should be ready shortly afterwards.

The full version will come with more winter camo versions for additional units, like certain airplanes (esp. when they have darker/green colors in summer) and arty...

Image

Oh and merry x-mas to everyone :)
bebro
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Re: Inferno: A Red Army Campaign - full campaign coming soon

Post by bebro »

Just a little note: I plan to get out the full campaign soon, maybe next weekend if all goes well.
Shrike
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Re: Inferno: A Red Army Campaign - full campaign coming soon

Post by Shrike »

Looking forward to it! You'll be stealing Lordz's/Slitherine's thunder though :P
iceFlame
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Re: Inferno: A Red Army Campaign - full campaign coming soon

Post by iceFlame »

Just browsing through the thread for the first time, and I have to say - the skins look really tight!
(That is to say: Stylish, cool, and having everything together). :wink:

Great to hear a full release is near! :D
Image
Go deep here: slitherine.com/forum/viewtopic.php?f=147&t=49469
McGuba
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Re: Inferno: A Red Army Campaign - full campaign coming soon

Post by McGuba »

This is some great news! I very happy that you found the time to finish it. My army is still waiting somewhere near Stalingrad to finally move against the Germans and avange what they have done to Mother Russia!
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bebro
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Re: Inferno: A Red Army Campaign - full campaign coming soon

Post by bebro »

Thx for the comments guys. :)

There are a couple of minor changes compared to the last previews, I upped XP gain rates slightly, and changed the campaign path in some cases a bit, but overall there are no huge changes anymore. This will go into the updated in-game library of course.
bebro
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Re: Inferno: A Red Army Campaign - full campaign coming soon

Post by bebro »

So it's here, the first full release of Inferno, my Red Army campaign. Single-Player, compatible with PzC 1.22, tested in Colonel and General levels. I also had no prob to continue 1.20 saves of that mod under 1.21/22.

Download: http://www.mediafire.com/download/idnf3 ... 5_full.zip (ca. 70 MB)

Installation is the same as with the beta, I'll add a more detailed guide tommorrow, so this is more for those who can't wait and are familiar with the procedure already

Key features:

Over 25 scenarios, based on historical battles between (mostly) the Soviet Union and Germany 1941-45, tho it's certainly not meant to be a 100% accurate simulation of everything -IMO not what PzC is made for.

Two different starting points - either Siberia 1938 with early battles vs. Japan or USSR, southern sector 1941 facing the German onslaught during Op. Barbarossa. Both paths converge into one after Moscow. Starting in Siberia means you skip summer 1941 battles vs. Germany and join the Great Patriotic War when your units are transferred from Siberia to defend Moscow. This path is an easier alternative compared to the first scenarios vs. Germany 1941. Those 41er scns before Moscow are not designed for DVs - they're not strictly impossible, but it might be better to settle for MVs in certain cases.

Scenarios are often bigger compared to vanilla, and need more time to play. Combat can be sluggish and often harsh, esp. in bad terrain and all-winter scns - you have been warned. That being said, it's easy to overdo things as creator, so it's all up to debate.

The battles are mostly classic warfare, no commando-style scns or guard/hunt supply etc. - I saw many like those in the DLCs, but it's not so my cup of tea. Several scns have changing objectives mid-scn though.

I make use of vanilla units plus many custom additions by me and several contributors - please see detailed credits in the OP. I left Soviet units in standard green, only "Elite" land units and airplanes got camo. For Germany I use vanilla grey for the first part of the war, but from 1942 you see more and more camo paint in use. This was done by DCS mostly, I just used the patterns I like most personally.

Units change to winter camo automatically in all-winter scns, using a modded theatre setting.

There are a couple of stat changes too, please see unit panels. Some unit ablities have been enhanced, for example by adding ground switches to several types of Soviet and German light AA.

Very rare or already outdated units still in use are usually set to "nonpurchase", or show up as free gifts in certain scns. A couple of captured units are in too.

Lots of info is in available the in-game library - cam path, rules changes etc.

Enjoy! :)

...or share what you don't like and think should be changed.

(added to OP as well)
Shrike
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Re: Inferno: A Red Army Campaign - full release v 0.85

Post by Shrike »

Yay, a chance to play as the Soviets at last! Two maps played so far and it's been fun. I did notice a couple of missing sounds for various low end equipment, but I take it this is still work in progress. Other than that, maybe the placement of the auxiliary towed artillery in the first Siberia scenario (east river bank) could have been better, as they didn't contribute anything during the entire scenario. Either that or increase the range, but that would probably break balancing.
McGuba
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Re: Inferno: A Red Army Campaign - full release v 0.85

Post by McGuba »

So it's here, the first full release of Inferno, my Red Army campaign.

All right lads, big smile to the camera! Your time has finally come!


Image

Many thanks!
ImageImage
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