Inferno: A Red Army Campaign - full release v 0.85

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

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

BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by BiteNibbleChomp »

Akkula wrote:So I am at Moscow right now and I could save some more tanks and artillery units from Kiev, but in the air I am doomed, no fighter can survive the massive german air superiority. In addition my prestige is literally 0 all the time.....
I think I will not survive this one, maybe this campaign its too much for me :(
Turn the difficulty down one?

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Akkula
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1898
Joined: Sat Apr 05, 2014 12:14 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by Akkula »

Yeah, I will try that
So far I could manage to win Moscow with more units!. But the air remains the same a lost battle, right now I bought 2 Yak-7, I hope they can survive some battles.....
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

Just a little hint: German fgt will be superior up to 42, but Sov fgt will become better gradually. The first model that can really fight back vs. Bf109F/G is the La5, late 42. Before it's better to use own fgts very careful. Later the odds change again with new models on both sides (FW190, La5F/FN, La7, Yak3 etc.). Early on Bf110 are quite a concern as well due to relative high air attack.

You could try to wear down the enemy using AA first, and send in own fgt when only it's weakened. Or you watch when short range enemy fgt needs to refuel, or where exactly he uses his fighers and what map areas they can reach withing one turn. This might enable you to take out his bombers or stukas when they're without fgt cover in range...
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by McGuba »

I remember playing these scenarios some time ago, and these are indeed quite challenging, even for an experienced player. But, I think it is good as it is, as the Soviets suffered enormous losses in the early stages of the war. Even later during the war Soviet losses usually exceeded that of the Axis, so this mod definitely gives a different experience, playing the underdog.

By the way, I wonder how the official upcoming Sovet Corps will handle it - will the devs take the courage to model it as it was historically, risking to alienate some of the players, or will they take a more unhistorical approach, creating a campaign which is more similar to the vanilla German one? Time will tell.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Akkula
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1898
Joined: Sat Apr 05, 2014 12:14 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by Akkula »

Ok, I finish it and I must say WHAT AN IMPRESSIVE PIECE OF WORK. Really, congratulations for made such beautiful campaign, some scenarios are really memorable (Seelow Heights, wow). The prestige gave me a hard time through the whole game (I admit I use cheats a couple of times) but I could enjoy all the battles, heck, to have some units alive since dubno to berlin was very pleasant!.

Again, thanks a lot of your effort, because of you I am starting to work on campaign of my own (wish me luck).

Regards!.
Horacio.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

Thanks for the compliment :) I'm glad you did enjoy the campaign.

I might offer a slighty revised version that gives a bit more prestige in several scns, as it's quite challenging overall, and prestige seemed to be an issue for several players. However, thanks for the feedback :)
Rupa
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Mon May 27, 2013 2:38 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by Rupa »

Finished your campaign a few days ago and loved it (although did cheat on prestige a few times).
But wanted to say when I played I thought you overdid it with the Flaktower in Berlin, until I just saw a documentary on it on National geographic (Nazi Megastructures). Man, you got it just right. Four double Flak 128 mm turrets and concrete thick in meters! Well done!
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

Thx a bunch :)
guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2856
Joined: Sun Jul 01, 2012 5:32 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by guille1434 »

Just a quick question... After installing the campaign, can the Berlin scenario be played as standalone? Thanks!
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

I wouldn't recommend it. IIRC you *could play* (or better *start*) any scn alone by copying files around - tho I never did it with other scns, and don't know the specifics from the top of my head.

However, this scn would still be severely lacking, because in the campaign you arrive with a full core and enough prestige there. None of this would be there if you just use the scn as described above, since I never planned for standalone use.

Afaik you can set up scns in the editor to be useable for both cam and standalone use (like it's done for several official scns), but I just did for cam use.
Professor Chaos
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 7
Joined: Mon Jun 02, 2014 6:50 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by Professor Chaos »

Hey Bebro - I am in the middle of the campaign and enjoying it immensely. A question on the campaign path:

The library shows that from Korsun Pocket, DV -> Kamenets; MV -> Bagration. However, in the campaign.pzdat file, those are switched (DV -> Bagration; MV -> Kamenets)

Which is the intended path?
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by BiteNibbleChomp »

Professor Chaos wrote:Hey Bebro - I am in the middle of the campaign and enjoying it immensely. A question on the campaign path:

The library shows that from Korsun Pocket, DV -> Kamenets; MV -> Bagration. However, in the campaign.pzdat file, those are switched (DV -> Bagration; MV -> Kamenets)

Which is the intended path?
The equipment file is the one the game reads from, the library has nothing to do with this. I however, do not know what bebro originally planned it to be, but I would assume the campaign.pzdat one.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

Professor Chaos wrote:Hey Bebro - I am in the middle of the campaign and enjoying it immensely. A question on the campaign path:

The library shows that from Korsun Pocket, DV -> Kamenets; MV -> Bagration. However, in the campaign.pzdat file, those are switched (DV -> Bagration; MV -> Kamenets)

Which is the intended path?
Hi Professor,

the campaign file has the intended path. It's been awhile since creation, but IIRC my thoughts back then were that you could move right away to Bagration when winning Korsun with a DV. I need to correct that in the library...or, if players enjoy a longer path maybe I keep it, and just update the cam file. However, thanks for reporting the issue!
Professor Chaos
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 7
Joined: Mon Jun 02, 2014 6:50 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by Professor Chaos »

Thanks Bebro - I had DV at Korsun, and was wondering if Kamenets was intended to be a reward (or punishment).


Two other little bugs I found:

Kiev 1943: German AA @ 30,33 starts with entrenchment 60. (Assuming this is not homage to a similar glitch in one of the original Allied General scenarios!).

Uranus: Soviet AA @ 29,6 has Su-2 Tac Bomber as its vehicle! Fun to play with though.
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

Yeah, Shrike reported the SU2 TP ...one of the more amusing mistakes I guess. IIRC I corrected it with the hotfix that is on the previous page...tho I need to check again. If not will be done in the next fix.

But the 60er entrenchment is wrong of course, thx for reporting. :)
ExiledZebra
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 44
Joined: Sun Feb 23, 2014 1:10 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by ExiledZebra »

absolutely loving this mod, really intense scenarios in which I win by the skin of my teeth. 10/10 will defend the motherland again o7
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

Thx a bunch, glad you like it :)
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by BiteNibbleChomp »

Has this been fully released in a v1.0 type file, or is it still a WIP/beta?

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
bebro
Slitherine
Slitherine
Posts: 4487
Joined: Sun Nov 19, 2006 12:50 pm

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by bebro »

It's a full release, but I'm always kinda reluctant to name my releases 1.0, since there's always stuff to adjust or to fix. So it's not beta/WIP anymore (those little tweaks etc. aside)
BiteNibbleChomp
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3231
Joined: Mon Jul 01, 2013 6:35 am

Re: Inferno: A Red Army Campaign - full release v 0.85

Post by BiteNibbleChomp »

bebro wrote:It's a full release, but I'm always kinda reluctant to name my releases 1.0, since there's always stuff to adjust or to fix. So it's not beta/WIP anymore (those little tweaks etc. aside)
I see. It's just that v0.85 sounds like a beta version. I name first-release versions of mods v1.0, and then following patches v1.1 onwards.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Post Reply

Return to “Panzer Corps : Scenario Design”