"Kaiserschlacht" WWI Mod v3.3 (Mar 5, 2016)

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

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

What do you think should be done following the end of development for the WWI campaign?

Napoleonic Wars Campaign
50
22%
1870 Franco-Prussian War Scenario
15
7%
WWI Entente Campaign
28
12%
WWI Central Powers Grand Campaign
65
29%
1914-1945 "Combined" Campaign
58
26%
WWI Single MP Scenario (Western Front)
5
2%
WWI Single MP Scenario (Eastern Front)
5
2%
 
Total votes: 226

BiteNibbleChomp
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Re: WWI v1.2 - Next update due July 28

Post by BiteNibbleChomp »

OK, the medal has been added. Just testing it at the moment.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Re: WWI v1.2 - Next update due July 28

Post by BiteNibbleChomp »

Blue Max works! You get it at 150 kills. (2nd Class Iron Cross @ 50, 1st Class @ 100)

However... I just realised that LandMarine hasn't been on since the 1st! Now how can we have GC14, without the briefings? :o

I don't think the stormtroopers want to be involved in this issue as I gave them leave.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
BiteNibbleChomp
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Re: WWI v1.2 - Next update due July 28

Post by BiteNibbleChomp »

:evil: POST NOW! :evil:

My stormtroopers are on guard.

Anyway, forget July 28 as a release date for v1.3. All the new icons are taking over and I haven't been able to fix up all of the Kaiserschlacht scenarios... and LandMarine still hasn't appeared :cry: .

I'll pause development of WWI stuff until he returns, mostly so that I can get the Mongol mod up to a beta stage.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Re: WWI Mod v1.2

Post by BiteNibbleChomp »

v1.3 should be releasing tomorrow.

New features:

- Campaign now has horse transports to assist you.
- 20+ new units
- 30+ new/updated graphics
- Schlieffen scenario now -1 turn again because of transports.
- Race to the Sea now has a few more enemy armies
- Poland 15: Brest-Litowsk and Novo-Georgievsk now have bunkers; auxillary fighter now a core one with the Oswald Boelcke hero (+3 attack, +1 initiative), type changed to Halberstadt D.II
- Serbia: now 18 turns, was 26
- Jutland: now has a few Seaplane Carriers on the map, and allows you to deploy 2 air units.
- Somme: extended time, with a 2nd wave of enemy attack. AI should now attempt a gas strike as well.
- Romania: single auxillary Berg D.I
- Arras17: 2 new British Tanks, 1 auxillary Fahrpanzer
- Caporetto: minor contribution from the AHE airforce.
- Estonia: USSR should help you a lot more in this, but the scenario has been shortened.
- Michael and Georgette: Less enemy airpower, but older fighters replaced with newer ones.
- Arras18: more auxillary forces available to you (though they are still suicidal)
- German Revolution: more realistic enemy starting flags.
- New artillery sound for the siege artillery used from the Real Sound Mod by vpaulus.


Sorry, no Grand Campaign '14 :cry: . As I don't seem to be getting any briefings for it (a month later than I was told I would), It is cancelled until further notice. Any progress I still have will be kept in my computer for a few months, after which I will just abandon it, unless LandMarine re-appears.

Also, this update adds a lot of new graphics and units, and I have lost track of it all. See the Grand Armoury for more info.

- BNC
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oyh
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Re: WWI Mod v1.2

Post by oyh »

Any chance v1.3 will be available until July, 28th, 3pm CET ?

I'll begin a new campaign about that time. I was thinking of v1.2 - but given your update today that 28th is the v1.3 release date, I'm wondering whether I could right away be on 1.3 from the scratch.

If the answer is no (available at a later point in time), a pre-release version would also be fine for me. I could upgrade to the official release after having played the first/second scenario.
BR4ZIL
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Re: WWI Mod v1.2

Post by BR4ZIL »

Wait... your abandoning the Grand Campaign ideia because of the briefings? Or Landmarine did more than research & write them? I might be interested in helping you out (i the writing department, as i have zero skills at PC modding).

Also, how many scenarios you were planning for the Grand Campaign?
BiteNibbleChomp
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Re: WWI Mod v1.2

Post by BiteNibbleChomp »

BR4ZIL wrote:Wait... your abandoning the Grand Campaign ideia because of the briefings? Or Landmarine did more than research & write them? I might be interested in helping you out (i the writing department, as i have zero skills at PC modding).

Also, how many scenarios you were planning for the Grand Campaign?
There are 64 scenarios, 11 of which are made and 3 with briefings. If you like, I can send you what I have, and hopefully I can release it ~Aug 4.

Also, not abandoning - putting on hold.

Scenarios:
14 -
Meuse Crossing
Liege14
Tirlemont
Brussels 14
Antwerp 14
Nieuport
East Prussia
Tannenberg
Krakow
Ivangorod
Lodz14
15-
Bolimov
Masurian Lakes
Przemysl
Lemberg
Isonzo River
Warsaw15
Loos
Belgrade15
Montenegro
Nis
Minsk15
Smolensk15
Moscow15
16-
Ornes
Fort Douaumont
La Mort Homme
Fort Vaux Siege
" " " " " " " Assault
Irish Convoys
Great Yarmouth
Breakout from Wilhelmshaven
Skaggerakschlacht
Czernowitz
First Day of the Somme
Attrition onn the Somme
Bucharest
Black Sea Coast
17-
Hindenburg Line
British Offensive
French Offensive
Zeebruge Raid
Messines
Langemarck
Poelcappelle
Passchendaele
Isonzo Breakout
Vittorio Veneto
18-
Faustschlag
Kiev18
Bapaume
Villers-Bretonneux
Blucher-Yorck
Noyon-Montdidier
2nd Marne
St Quentin Canal
Lille18
Mezieres18
Naval Mutiny
Compiegne18
Paris Forts
Paris City
Dover
London.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Re: WWI Mod v1.3 (Last Update 29 Jul '14)

Post by BiteNibbleChomp »

The internet decided to be stupid with me yesterday, so I wasn't able to release v1.3 then. But anyway, here it is now: https://www.mediafire.com/?aa3m48ta9cwgc35

Aside from what I mentioned earlier, there are 2 new 'super-heroes' (think Rudel and Oleh Dir in ww2), that I have added to the campaign:
- Oswald Boelcke, under unit "Jasta 2" (Halb. D.II). Found at the beginning of Poland 15
- Manfred von Richthofen, under "Jasta 11" (Fokk. DrI). Found at the beginning of Op. Michael. THAT'S RGIHT! THE RED BARON IN YOUR CORE!

Also, Who can be the first to be awarded the new Blue Max medal for 150 kills?

And, Arras18 is quite a bit easier now - I think that one got to the stage where it was impossible. However, Mons18 remains a murderer of all! :twisted:

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
oyh
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Re: WWI Mod v1.3 (Last Update 29 Jul '14)

Post by oyh »

I just played through Schlieffen Plan, which feels much more relaxed with all these transports. On the downside, using the rail network becomes much less imperative (as it should have been historically). So while I like the new addition of transports, I would propose to significantly reduce their movement (eg., cutting it by half). As a result, artillery would still make use of transports, whereas infantry does not (as it did not historically) - and the rail network is more important again.

One further thing I noted is that you are never ever allowed to purchase units, it always says "not enough unit slots". And this is irrespective of how many core slots are left (>0) and even during Paris 14 setup (where core unit number (17) is even smaller that deployable unit number (22)). I doubt that this no-purchases-allowed is part of your campaign design...

Apart from that, why is the Fahrpanzer available from the beginning on? It feels odd that AT units are available but no tanks (in 1914 probably none of them should?!).

But overall, I appreciate very much the direction the mod developing into (I had played 1.2 before).
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Re: WWI Mod v1.3 (Last Update 29 Jul '14)

Post by BiteNibbleChomp »

oyh wrote:I just played through Schlieffen Plan, which feels much more relaxed with all these transports. On the downside, using the rail network becomes much less imperative (as it should have been historically). So while I like the new addition of transports, I would propose to significantly reduce their movement (eg., cutting it by half). As a result, artillery would still make use of transports, whereas infantry does not (as it did not historically) - and the rail network is more important again.

One further thing I noted is that you are never ever allowed to purchase units, it always says "not enough unit slots". And this is irrespective of how many core slots are left (>0) and even during Paris 14 setup (where core unit number (17) is even smaller that deployable unit number (22)). I doubt that this no-purchases-allowed is part of your campaign design...

Apart from that, why is the Fahrpanzer available from the beginning on? It feels odd that AT units are available but no tanks (in 1914 probably none of them should?!).

But overall, I appreciate very much the direction the mod developing into (I had played 1.2 before).
Originally the design was to have the current campaign have the v1.2 unit set, while GC14 would be given all the new stuff. In that regard, I made the GC Germany a new country, replacing Vichy France. It seems that I must've screwed up the campaign.pzdat file, making the country for the campaign the 'old' Germany, while the 'new' version is now the one used in the campaigns. I always test them as individual scenarios except when testing the campaign works itself, and so must've missed it. I'll make a mini fix and upload it a bit later (few hours)

The no-purchases is for the Mongols, but this mistake has given me a good idea for that. Thanks :wink:

*Transports: Horse Transports cannot attack, so it is only early on that you will use them on anything but artillery with full mobility. After Race to the Sea, most scenarios has hordes of enemies, and you face greater mobility problems. It is only because you haven't got this far with them that they seem a problem, or at least that is how I interpret it. Also, trains have greater movement that horses, and so in those really large maps like Poland and Georgette, you may prefer rail (I'm not sure about how many are in each scenario, but most Western Front ones have 0 because of the risk of artillery.

*Fahrpanzer: The FPz was developed in about 1890 if I remember correctly, and I keep the historical dates as the introduction for the unit. Early on it has little use, but goes well against strongpoints without the need of expensive Heavy and Siege Artillery.

*Tanks: The first one I have added so far comes in 1917, but Mk 1s unlock in 1916 for England, and there is another unit that unlocks in 1915. However, you need not worry about that one yet.

Also, I'm glad you like where this is going. Most things after v1.1 were added because of others' suggestions, especially transports. Feel free to give more ideas!

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by BiteNibbleChomp »

Here's the update for v1.3:

https://www.mediafire.com/?k21ua6gr4j5wm0f

- BNC
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oyh
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by oyh »

The hotfix works fine.

I've rushed through the first two scenarios to arrive at Poland 1915. There appear to be some issues over there:
- There is no deployment hex for my zeppelin.
- Boelcke's Halberstadt is awarded but I cannot purchase any further fighter (perhaps this is intentional?).
- For 1915, I would have expected a Fokker D3 instead of the Halberstadt D2 and Immelmann instead of Boelcke.
- The gas shell is prone to rugged defense. I would have assumed that it is immune against it (as it is designed for targeted softening of entrenched infantry).
oyh
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by oyh »

Some further thoughts after having arrived in Serbia:
- Neither of Paris, Poland, Serbia have rail transports available. Especially in Serbia there must be some.
- The Jasta is completely useless after the first turns because there is no second airfield to move it (poor Boelcke sitting in Koenigsberg from turn 3 on...).
- The icon of the Russian artillery is depicting a gun smaller than a light artillery, but actually the Russian artillery roughly corresponds to a medium artillery. ==> The artillery icon could be made larger.
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by BiteNibbleChomp »

oyh wrote:Some further thoughts after having arrived in Serbia:
- Neither of Paris, Poland, Serbia have rail transports available. Especially in Serbia there must be some.
- The Jasta is completely useless after the first turns because there is no second airfield to move it (poor Boelcke sitting in Koenigsberg from turn 3 on...).
- The icon of the Russian artillery is depicting a gun smaller than a light artillery, but actually the Russian artillery roughly corresponds to a medium artillery. ==> The artillery icon could be made larger.
Will note those for v1.4

Also, could you try the campaign again and only aim for MV in Schlieffen so I can get your test results for the path of Marne-Race to the Sea-Gallipoli-(Serbia)-Verdun etc. to Arras18. Mons18 can be ignored there as it is intended to destroy you, nothing else. You may require an MV in the Marne as well there to avoid Paris - i'm not certain.

Also, I have some more plans for this, including a branch from Gallipoli that lets you fight with the Ottomans in Mesopotamia and Palestine, and maybe even Egypt!

- BNC
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by oyh »

I'll try the MV @ Schlieffen/Marne next time when increasing the difficulty level.

Some further feedback after Brusilov/Estonia:
- Having a look at the fighter/bomber models, it would be nice to have an additional tactical bomber, a heavier one than Albatros C3. A Junkers J1 would do the job here (having some really nice defense values too).
- Fokker E3 do not upgrade to Fokker Dr1. This is understandable, but from a gameplay point of view wouldn't it be nice if every plane had its upgrade path?
- Why are there no airfields in Estonia?
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by BiteNibbleChomp »

oyh wrote:- Why are there no airfields in Estonia?
Riga was captured only a couple of days before the scenario starts, so the Germans haven't had time to build one.
oyh wrote:It would be nice to have an additional tactical bomber, a heavier one than Albatros C3. A Junkers J1 would do the job here (having some really nice defense values too).
It isn't really a tac bomber anyway (If we're talking tac in form of Stuka type stuff), but a fighter-bomber. Plus, you get the Gotha in 1917, and that serves a nice bombing role for WWI. Don't forget that bombing was primitive in WWI still.
oyh wrote:- Fokker E3 do not upgrade to Fokker Dr1. This is understandable, but from a gameplay point of view wouldn't it be nice if every plane had its upgrade path?
The E.III wasn't anything like the Dr I, so I don't see how they could be linked at all. Some sets do have upgrades though, like the Albatros D.II -> D.V
oyh wrote:I'll try the MV @ Schlieffen/Marne next time when increasing the difficulty level.
Great to hear! :D

- BNC
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by oyh »

After having skipped Estonia and UK18 (too big for my time constraints) and having had a look at all the remaining scenarios of the Western Front I hadn't played yet (also too big for me except for Marne and RaceToTheSea), I decided to stop for the time being.

But I wanted to conclude with expressing one thought I had throughout playing your mod:

The mod is adjusted very well to the WW1 environment. Your idea of increasing the artillery range far beyond ground troops' spotting range, thus calling for air reconnaissance (which was indeed its initial raison d'etre), is really clever and works perfectly. As a result, the fighters squads' aim is to deny recon to the enemy and, thus, render its artillery less effective. The ensuing air conflict is really fun.
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by BiteNibbleChomp »

oyh wrote:After having skipped Estonia and UK18 (too big for my time constraints) and having had a look at all the remaining scenarios of the Western Front I hadn't played yet (also too big for me except for Marne and RaceToTheSea), I decided to stop for the time being.

But I wanted to conclude with expressing one thought I had throughout playing your mod:

The mod is adjusted very well to the WW1 environment. Your idea of increasing the artillery range far beyond ground troops' spotting range, thus calling for air reconnaissance (which was indeed its initial raison d'etre), is really clever and works perfectly. As a result, the fighters squads' aim is to deny recon to the enemy and, thus, render its artillery less effective. The ensuing air conflict is really fun.
I guess that means that artillery being OP doesn't actually become to big a problem when you have Boelcke and Richthofen to knock his stuff out of the sky!

- BNC
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by oyh »

BiteNibbleChomp wrote:I guess that means that artillery being OP doesn't actually become to big a problem when you have Boelcke and Richthofen to knock his stuff out of the sky!
Poor Boelcke was alone to face 4 Nieuport 11 in Brusilov - I was surprised enemy aircraft finally had arrived on the Eastern Front. Interestingly, the Nieuports never teamed up against him (even when being able to do so). Probably, they were afraid of the losses of an initial fight - even though the subsequent fights would have been favorable to them.
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Re: WWI Mod v1.3 (Last Update 30 Jul '14)

Post by BiteNibbleChomp »

oyh wrote:
BiteNibbleChomp wrote:I guess that means that artillery being OP doesn't actually become to big a problem when you have Boelcke and Richthofen to knock his stuff out of the sky!
Poor Boelcke was alone to face 4 Nieuport 11 in Brusilov - I was surprised enemy aircraft finally had arrived on the Eastern Front. Interestingly, the Nieuports never teamed up against him (even when being able to do so). Probably, they were afraid of the losses of an initial fight - even though the subsequent fights would have been favorable to them.
I haven't had icons for Russian aircraft before v1.3. And those Russians are clearly chicken. (4 opponents should be enough to knock out even an ace!)

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