I mean Po-2/U-2 can be used in unique ability "night light bomber" with ability bombing like class 9 (no penalty for low altitude (because its night bomber), supress bombing, neutralize and so ). Not like ordinary t.bomber. So, Po-2/U-2 can be switchable Recon/Bomber (7/9 or 8/9). And damage for s.bombers doesn't play a large role in neutralization chance. So, Its must be funnyIntenso82 wrote:Yrfin wrote: Po-2/U-2 its was a tac. light bomber.
str. bomber its level bomber like SB, DB...
***[MOD] RUSSIA AT WAR:1941
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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Yrfin
- 1st Lieutenant - 15 cm sFH 18

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Re: ***[MOD] RUSSIA AT WAR:1941
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941
Time to incredible experiments.
Transit through transit
This is our way
Intenso says.
Map is large - 178x174.
There is a need to move a large number of units of the Urals and Siberia to the west.
For ground units have trains. Trains are good.
And what about the air?
The speed of the air unit 10-15 Hex.
To fly from east to west, a lot of turns.
We need a transit mode.
But if it is done through a switchable modes.
Han Solo's hyperspeed can turn out.
When the plane will fly away from the battlefield to the other corner of the map
I had three ideas of how it can be implemented.
This is perhaps the best.
I need that movement was a point-to-point (Airfield-Airfield).
At first I tried to load the aircraft in air transport, but somehow it did not work.
Air transport is only for ground units.
Then I decided to use second time a great idea McGUba with landed aircraft.
I add in airplane modes - Landed mode.

The result was a transit ground unit and can now be loaded in the air transport.

I also made sure to put in the landing mode, it was possible only on airfields.
Side and interesting effect on this, go all the modes cycle can only be at the airfield.
In normal flight, you can switch from the primary to the secondary mode, but to return to the primary need to be at the airfield.

As a result, we have received - Air transit speed of 40-60 Hex.

NEW game mechanics - DONE!
And we got a little closer to the global strategy...
Transit through transit
This is our way
Intenso says.
Map is large - 178x174.
There is a need to move a large number of units of the Urals and Siberia to the west.
For ground units have trains. Trains are good.
And what about the air?
The speed of the air unit 10-15 Hex.
To fly from east to west, a lot of turns.
We need a transit mode.
But if it is done through a switchable modes.
Han Solo's hyperspeed can turn out.
When the plane will fly away from the battlefield to the other corner of the map
I had three ideas of how it can be implemented.
This is perhaps the best.
I need that movement was a point-to-point (Airfield-Airfield).
At first I tried to load the aircraft in air transport, but somehow it did not work.
Air transport is only for ground units.
Then I decided to use second time a great idea McGUba with landed aircraft.
I add in airplane modes - Landed mode.

The result was a transit ground unit and can now be loaded in the air transport.

I also made sure to put in the landing mode, it was possible only on airfields.
Side and interesting effect on this, go all the modes cycle can only be at the airfield.
In normal flight, you can switch from the primary to the secondary mode, but to return to the primary need to be at the airfield.

As a result, we have received - Air transit speed of 40-60 Hex.

NEW game mechanics - DONE!
And we got a little closer to the global strategy...
Last edited by Intenso82 on Wed Feb 22, 2017 11:48 am, edited 2 times in total.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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guille1434
- Major-General - Jagdtiger

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Re: ***[MOD] RUSSIA AT WAR:1941
Excellent idea! You are nothing short of a genius! But... is there any way to make it possible that a flying aircraft unit can only switch to "landed" mode on airfield hexes? Or it is possible to land on any hex? If the last if possible, it is not a good thing... 
Re: ***[MOD] RUSSIA AT WAR:1941
People ask me about this in a private message.guille1434 wrote:Excellent idea! You are nothing short of a genius! But... is there any way to make it possible that a flying aircraft unit can only switch to "landed" mode on airfield hexes? Or it is possible to land on any hex? If the last if possible, it is not a good thing...
I will answer here.
I create new movement type - LANDED for landed air units, with all terrain -200, exept - airfields hex.
And bingo!
We can switch to landed mode only on airfields
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Yrfin
- 1st Lieutenant - 15 cm sFH 18

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Re: ***[MOD] RUSSIA AT WAR:1941
Wonderful, Intenso82 !Intenso82 wrote: We can switch to landed mode only on airfields
Now we can make fighters/bombers, navy recon with sea-landing, torpedo aircraft, missile aircraft and so more realistics !
And 27 types of movements in my library. Time to change movements icons
Last edited by Yrfin on Tue Feb 21, 2017 6:59 pm, edited 1 time in total.
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941
Yes, application can be wide including in modern conflicts.Yrfin wrote:Wonderful, Intenso82 !Intenso82 wrote: We can switch to landed mode only on airfields
Now we can make fighters/bombers, navy recon with sea-landing, torpedo aircraft, missile aircraft and so more realistics !
I have some ideas about navy air recon.
But i need icon for MBR-2 air unit.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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guille1434
- Major-General - Jagdtiger

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Re: ***[MOD] RUSSIA AT WAR:1941
A very clever and elegant solution to a big problem... It's time to check all the new possibilities! Thanks for sharing!Intenso82 wrote: I create new movement type - LANDED for landed air units, with all terrain -200, exept - airfields hex.
And bingo!
We can switch to landed mode only on airfields
Re: ***[MOD] RUSSIA AT WAR:1941
I am very interested in your mod and just cannot wait for the release.
The only downside for me is, if I understand well, this mod will be only playable until Dec 1941. It would be nice to continue it in the later years as well. Any plans for that?


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slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: ***[MOD] RUSSIA AT WAR:1941
guille1434 wrote:A very clever and elegant solution to a big problem... It's time to check all the new possibilities! Thanks for sharing!
Thanks for yours words!McGuba wrote:I am very interested in your mod and just cannot wait for the release.The only downside for me is, if I understand well, this mod will be only playable until Dec 1941. It would be nice to continue it in the later years as well. Any plans for that?
Originally conceived as a campaign.
4 years of war = 4 scenarios for 70-80 turns.
It all started with one idea.
The key idea - option Reforming units.
Purchases are not available. But the player is given a lot of reinforcements.
And the ability to upgrade. With some limitations. For example that there is not a lot of heavy tanks.
And between the scenarios he can reform the desired number of units.
But it is too early to talk about it.
Its huge amount of work. It is not for one person.
Initially, I would like to try the scenario 1941 year.
Even this is a huge amount of time and effort.
And we need to see whether it is possible to adequately adjust the AI work.
From this further steps will depend also.
I Do not know even now, if I can bring the mod to the end.
Comments in this thread is not very many
But first I would like to make a mini version of the demo for 10 turns.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941
Do not feel let down by that. It was similar with Battlefield Europe. You can check the first few pages of that topic. But once I released v1.0 and people could actually try it there were more and more replies coming. I was literally bombarded with new ideas and suggestions and could hardly keep up with them in the new releases.Intenso82 wrote:Comments in this thread is not very many
Another reason might be that PzC is getting old and presumably less and less people are playing it. I released the first version of BE three years ago and even then it was somewhat old. Still, as it is a non-profit project I do not really care how many people are playing my mod, I mainly do it for my own fun. I was mainly interested in how well I can adapt the historical events and environment into an abstract and over-simplified game like this. So for me it has been mainly an experiment.
If somebody knows how much work and time it requires to make such a mod, it must be me.


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Yrfin
- 1st Lieutenant - 15 cm sFH 18

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Re: ***[MOD] RUSSIA AT WAR:1941
How many players play PzC in real ?McGuba wrote:Do not feel let down by that. It was similar with Battlefield Europe. You can check the first few pages of that topic. But once I released v1.0 and people could actually try it there were more and more replies coming. I was literally bombarded with new ideas and suggestions and could hardly keep up with them in the new releases.Intenso82 wrote:Comments in this thread is not very many
Another reason might be that PzC is getting old and presumably less and less people are playing it. I released the first version of BE three years ago and even then it was somewhat old. Still, as it is a non-profit project I do not really care how many people are playing my mod, I mainly do it for my own fun. I was mainly interested in how well I can adapt the historical events and environment into an abstract and over-simplified game like this. So for me it has been mainly an experiment.
If somebody knows how much work and time it requires to make such a mod, it must be me.Still I really hope that eventually you will be able to fully realize your plans and complete the whole war. Otherwise it would feel a bit unfinished, I guess. And I do not know about you, but I hate to do just half the job.
http://www.slitherine.com/forum/viewtop ... 25#p641059
57,733 from steam stats, of data base users who have bought it and played it on steam anyway, no idea either way higher or lower, just data on steam.
Players in the last 2 weeks: 4,629 on steam
Dont get me wrong, but PzC looking like AbandonProject for me
Last edited by Yrfin on Thu Feb 23, 2017 5:25 am, edited 1 time in total.
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941
Intenso82 wrote:Added historical weather.
It is interesting in any game/mod using historical weather data?
If there is a first time, it's a surprise for me

http://www.rkka.ru/imaps.htm
Привет ! С праздником вас ) Что будут бронепоезда то это отличная новость !
http://www.wio.ru/rr/ww2sovr.htm
P.s. Чет не могу писать сообщения на форуме
https://www.strategium.ru/forum/topic/8 ... nt-2316539
Last edited by uzbek2012 on Sun Feb 26, 2017 12:49 am, edited 1 time in total.
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Yrfin
- 1st Lieutenant - 15 cm sFH 18

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Re: ***[MOD] RUSSIA AT WAR:1941
How can youre did used MBR-2 in Big scale company like RaW ? Its been only 44 pieces was made.Intenso82 wrote: But i need icon for MBR-2 air unit.
Intenso82 wrote: Unit scale.
Aviation.
1 unit = 100 aircraft = 1 geschwader (for ger.)
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941
Beriev MBR-2 Short-range maritime reconnaissance, bombing flying-boat.
Thanks, guille1434 for unit MBR-2
Wiki says:
"Produced 1934-1941
Number built 1365"
On 22/06/41 in Black, Baltic and Nord Sea Fleet was 300+ MBR-2.
For example so.
Its can move over the water. And air transit to relocate to other seas.
And resupply near airfields.
Trait Noreplace of course.

Thanks, guille1434 for unit MBR-2
Wiki says:
"Produced 1934-1941
Number built 1365"
On 22/06/41 in Black, Baltic and Nord Sea Fleet was 300+ MBR-2.
For example so.
Its can move over the water. And air transit to relocate to other seas.
And resupply near airfields.
Trait Noreplace of course.

Last edited by Intenso82 on Thu Feb 23, 2017 10:41 pm, edited 1 time in total.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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guille1434
- Major-General - Jagdtiger

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Re: ***[MOD] RUSSIA AT WAR:1941
Excellent! 
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Yrfin
- 1st Lieutenant - 15 cm sFH 18

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Re: ***[MOD] RUSSIA AT WAR:1941
Sorry, Intenso.Intenso82 wrote: Wiki says:
"Produced 1934-1941
Number built 1365"
With my respect to your work about RaW, I was think about KOR-2 (Be-4). And wiki
https://ru.wikipedia.org/wiki/%D0%9A%D0%9E%D0%A0-2
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941
Rail War.
Now when I have the icon of the Railway Engineers (made by Guille1434)
I can add in mod one more game mechanics:)
Luftwaffe attacked our railways.
They destroyed or badly damaged.
This greatly complicates our movement.

Railway engineers in the way. They all repaired.

Now the way is clear.

Now when I have the icon of the Railway Engineers (made by Guille1434)
I can add in mod one more game mechanics:)
Luftwaffe attacked our railways.
They destroyed or badly damaged.
This greatly complicates our movement.

Railway engineers in the way. They all repaired.

Now the way is clear.

[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Cataphract88
- Master Sergeant - U-boat

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Re: ***[MOD] RUSSIA AT WAR:1941
I need to add barrage balloons/aerial balloons to the mod.
Like this.

I found an simular icon in the PHCAS mod.
This is it ?
Like this.

I found an simular icon in the PHCAS mod.
This is it ?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743



