Thank you! I'll try them.Viking216 wrote:hello!
i have made some new strengh-plates for your eastern-front-mod
now they look like helmets
there are 3 types in: german vs soviet, soviet vs german and the original one
also i have made some lightgreen transperent movement counter for better visibility on snowy ground
i hope you enjoy!
***[MOD] RUSSIA AT WAR:1941
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Fighters.
Another structural change.
As you know, in the USSR there was a division into two series of Yak fighters (about 36,500 produced) and La (about 22,000 produced).
And also that usually a player to upgrade all the units into one is the best. And the others remain undeservedly forgotten.
I would like to balance this. I do not use the concept of SE - units in the mod.
Therefore, a bonus subclass is available for fighters.
And in the next version, the fighters will be divided into 2 subclasses.
- I-153, I-15b, Lagg-3 - lineup of upgrade - La.
- I16, Mig -Line Yak.
The number of air units will be close to the historical proportion
Another structural change.
As you know, in the USSR there was a division into two series of Yak fighters (about 36,500 produced) and La (about 22,000 produced).
And also that usually a player to upgrade all the units into one is the best. And the others remain undeservedly forgotten.
I would like to balance this. I do not use the concept of SE - units in the mod.
Therefore, a bonus subclass is available for fighters.
And in the next version, the fighters will be divided into 2 subclasses.
- I-153, I-15b, Lagg-3 - lineup of upgrade - La.
- I16, Mig -Line Yak.
The number of air units will be close to the historical proportion
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
It will have range 4 (19 km). After some more thinking I decided to give the following ranges to guns:Intenso82 wrote:McGuba wrote: We are thinking very similarily, I have already made a modified icon for the 10 cm sK 18, was quite easy as it used the same carriage as the 15 cm sFH 18, just changed the barrel to a longer and narrower one:
Looks good.
What range will you give her in your mod?
5-10 km - 2
10-15 km - 3
15-20 km - 4
20 km or more - 5
I am fully aware that at the current map scale of my mod these hex ranges are quite high, but there has to be a good amount of abstraction in this due to game mechanics. The traditional PG/PzC game system is set up in a way that most artillery units should have range 3 for best effect. Range 2 in my opinion is a bit too short - these guns have limited use as firing from behind the cover of a friendly unit they can only reach the first line of the enemy units. Range 3 guns can reach the second line and thus can be used as counter battery fire to suppress the enemy artillery behind the first enemy line and get into an artillery duel, which was often the case in WW2. Most WW2 guns had 10-14 km range, with still existing and widely used (mainly by minor nations) obsolete WW1-era howitzers having a lower range, typically 7-9 km. These had a clear disadvantage and had to be used closer to the frontline. And then there were the longer range guns and gun howitzers with over 15 km range which obviously had an advantage over the most common guns with a max range of 10-13 km.
Thus in the Eastern front there were three distinctive range classes and the Red Army usually had the advantage of outranging the most common German artillery (10.5 cm leFH and 15 cm sFH) with their 122 mm A-19 and 152 mm ML-20 guns, while the even more common 76 mm guns were on par with these and outranged most WW1 era howitzers and the newer rocket launchers. To fully simulate it in the game there has to be three main range levels which necessitates the above mentioned abstraction. And then there were a very few guns with an even higher range e.g. the 17 cm K 18 which should get an even higher range, but the number of these is kept at a minimum so they should not breake the game balance.


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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Hi Intenso82,
I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!


Best regards,
Akkula.
I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!


Best regards,
Akkula.
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
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
I like the icon. Good work!Akkula wrote:Hi Intenso82,
I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!
But I think that our mods is unique in itself.
There are not so many of them. And we do one thing
There are still a lot of units that are missing ...
And of course I will try to use all possible icons.
I have another idea. Variable environment.
Although this is quite difficult to implement on the engine PZC.
For example, the same Brest Fortress before the attack is worth a whole.
And after the attack turns into a ruin.
The same thing in cities where there were heavy city battles, that the city turned into ruins.
True, it's hard to make even scripts. We need changes to the engine.
The same with units. First, this is the usual infantry, but after the battles, their icon changes, more experienced in combat.
This is reflected in the appearance. Details of uniforms, captured weapons, etc.
The same with tanks. After the battles, the icon changes to a more worn out technique.
There is an additional armor plates. Inscriptions on the armor, etc.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Nice icon, but I bet you meant competition and not competenceAkkula wrote:I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!
By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.


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slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Good idea!McGuba wrote:By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.
For the Soviets it's Maxim Gorki I, II in Sevastopol, Krasnaya Gorka and maybe Kronstadt.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
By the way, I need an editor for historical messages and photos.
This is a parallel work. But I think this is a very important part of the RAW mod.
If someone loves the history of this period, let me know.
This is a parallel work. But I think this is a very important part of the RAW mod.
If someone loves the history of this period, let me know.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
McGuba wrote:Nice icon, but I bet you meant competition and not competenceAkkula wrote:I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!![]()
By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.
I agree with unique icons for each fortress, great idea!.
I made the Maxim Gorky icon some years agoIntenso82 wrote:Good idea!McGuba wrote:By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.
For the Soviets it's Maxim Gorki I, II in Sevastopol, Krasnaya Gorka and maybe Kronstadt.
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
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Akkula wrote:Hi Intenso82,
I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!
Akkula.

To this the Brest fortress is not enough perfect guards )
http://union.4bb.ru/viewtopic.php?id=931&p=7#p97475
С днем Победы !

With the Victory day !
-
guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Interesting selection of Soviet infantry types units! Here I offer you a more "Vanilla PzCorps" looking icon for the Border Guards, in early and late war variants... I hope you like them... 
- Attachments
-
- Sov_Border_Guards43.png (17.39 KiB) Viewed 6378 times
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- Sov_Border_Guards39.png (18 KiB) Viewed 6378 times
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Another piece from Guille!.
Beautiful and original unit. The Soviet arsenal is more complete than ever these years
Thanks a lot.
Akkula.
Beautiful and original unit. The Soviet arsenal is more complete than ever these years
Thanks a lot.
Akkula.
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
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
-
guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Thanks again for your nice comments! I am very glad you find those units useful... 
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
guille1434 wrote:Interesting selection of Soviet infantry types units! Here I offer you a more "Vanilla PzCorps" looking icon for the Border Guards, in early and late war variants... I hope you like them...
Look great your guards )
P.s.

Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
The Battle for Moscow, November 5, 1941.


[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Army Group Center almost completely destroyed, late December 1941.


[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
-
Yrfin
- 1st Lieutenant - 15 cm sFH 18

- Posts: 818
- Joined: Sun Dec 04, 2016 6:47 am
- Location: Behind your backs
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Hi Intenso !
Just download your demo, but I hoped will receive a beta on 9 May
Thanks for Great Job with RaW !
Placing 1130 units on huge map looking impressing for me
So,first look.
Minor fix:
string file: change SEA_PLANE.
Change icon for MBR-2 landing and add strings to unknown cities.
terrain file : change Rail station to IDS_...
Motocycle icon looking like...
And i doubt about motocycle in Red Army. May be on paper only? M-72 cost was equal ZiS-5 (about 10.000 rub).
My first action was: Switch off animation
Temp rename folder Graphics/Animation.
And first questions:
1. What do you mean, make increasing move all units and decreasing Fuel for Soviets ? I think it can be maded by other way (with script Unit Action).
2. What happened with spot range for German ? Of coz i have discuss AI spot problem with McCuba, and I change spot 2 for all my AT/AA units. But your Panzers with spot 5 shocked me
3. Ideas with moto/mech infantry was intresting and nice icons, but it looks too unusually and i change it to ordinary movements.
4. Arty range must be changed, i think, like McCuba said.
Many question about location and numbers of Units, but ask you later with accurate numbers.
Just download your demo, but I hoped will receive a beta on 9 May
Thanks for Great Job with RaW !
Placing 1130 units on huge map looking impressing for me
So,first look.
Minor fix:
string file: change SEA_PLANE.
Change icon for MBR-2 landing and add strings to unknown cities.
terrain file : change Rail station to IDS_...
Motocycle icon looking like...
And i doubt about motocycle in Red Army. May be on paper only? M-72 cost was equal ZiS-5 (about 10.000 rub).
My first action was: Switch off animation
And first questions:
1. What do you mean, make increasing move all units and decreasing Fuel for Soviets ? I think it can be maded by other way (with script Unit Action).
2. What happened with spot range for German ? Of coz i have discuss AI spot problem with McCuba, and I change spot 2 for all my AT/AA units. But your Panzers with spot 5 shocked me
3. Ideas with moto/mech infantry was intresting and nice icons, but it looks too unusually and i change it to ordinary movements.
4. Arty range must be changed, i think, like McCuba said.
Many question about location and numbers of Units, but ask you later with accurate numbers.
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
I finished the first beta test.Yrfin wrote:Just download your demo, but I hoped will receive a beta on 9 May
Thanks for Great Job with RaW !
Placing 1130 units on huge map looking impressing for me
Now the units are around 1400.
By results of the test I have several pages of the list of changes necessary to make and a ton of work
If someone can do what will make good-looking landed-based icons for all air units, I'll be happy about it!Yrfin wrote:Change icon for MBR-2 landing
What exactly are the coordinates(X,Y)?Yrfin wrote:add strings to unknown cities.
I would also like an icon looking like a German motorcyclist in Soviet camouflage.Yrfin wrote:Motocycle icon looking like...
There were a some number of motorcycle regiments. Almost in every mechanized corps.Yrfin wrote:And i doubt about motocycle in Red Army. May be on paper only? M-72 cost was equal ZiS-5 (about 10.000 rub).
I'm not sure that it was the M-72, also maybe the previous models. But after the start of lendlise, there were also 35,000 motorcycles from the Allies.
What is it about?Yrfin wrote:1. What do you mean, make increasing move all units and decreasing Fuel for Soviets ? I think it can be maded by other way (with script Unit Action).
Yes, it is normal. Firstly because of AI.Yrfin wrote:2. What happened with spot range for German ? Of coz i have discuss AI spot problem with McCuba, and I change spot 2 for all my AT/AA units. But your Panzers with spot 5 shocked me
And recon worked well.
5 hex = 75 km in each division were motorized reconnaissance force.
The patrols could drive 75 km in 1.5-2 hours and inform everything on the radio.
Do not forget that one turn is 4 days. This is even a little
Also in the divisions were reconnaissance squadrons, they could do it even faster.
Have you tried playing RAW mod with the default values of ordinary infantry? Well, how is it played?Yrfin wrote:3. Ideas with moto/mech infantry was intresting and nice icons, but it looks too unusually and i change it to ordinary movements.
I'll tell you that by changing the values you miss a lot in the game
I removed the annoying restriction of PZC for motorized infantry - a vulnerable transport. And of course Germany is a country that was a pioneer in this field.
Yes, in the next version it will be.Yrfin wrote:4. Arty range must be changed, i think, like McCuba said.
Well this will never be a 100% historical reproduction.Yrfin wrote:Many question about location and numbers of Units, but ask you later with accurate numbers.
And I'll let myself deviate from the historical details) Consider this all a fantasy. Based on real events all coincidences are random
[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

- Posts: 818
- Joined: Sun Dec 04, 2016 6:47 am
- Location: Behind your backs
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Tools->Validate scenarios.Intenso82 wrote: What exactly are the coordinates(X,Y)?
You change Move (increase +1) for almost All units (land and air) from default value at PzC.Intenso82 wrote:What is it about?Yrfin wrote:1. What do you mean, make increasing move all units and decreasing Fuel for Soviets ? I think it can be maded by other way (with script Unit Action).
You set low Fuel stats for Soviets.
Yes, its understandable. But PzC AI dont know about itIntenso82 wrote:Yes, it is normal. Firstly because of AI.Yrfin wrote:2. What happened with spot range for German ? Of coz i have discuss AI spot problem with McCuba, and I change spot 2 for all my AT/AA units. But your Panzers with spot 5 shocked me
And recon worked well.
5 hex = 75 km in each division were motorized reconnaissance force.
The patrols could drive 75 km in 1.5-2 hours and inform everything on the radio.
Do not forget that one turn is 4 days. This is even a little
Also in the divisions were reconnaissance squadrons, they could do it even faster.
So Im very doubt about increasing spot 3-5 for all AI unit. And Air recon with 5 spot looking overpowered, i think.
And whats wrong with T-26 (inf support tank), forced it to recon class with spot 2?
Tell me more about difference playing with default stats.Intenso82 wrote:Have you tried playing RAW mod with the default values of ordinary infantry? Well, how is it played?Yrfin wrote:3. Ideas with moto/mech infantry was intresting and nice icons, but it looks too unusually and i change it to ordinary movements.
I'll tell you that by changing the values you miss a lot in the game)
Still dont understand, what for reason you give GD 5 for All Truck ? In 1941 motorized Inf dont attack enemy from Truck/AFV in one movement.Intenso82 wrote: I removed the annoying restriction of PZC for motorized infantry - a vulnerable transport. And of course Germany is a country that was a pioneer in this field.
You change GD for 250/251 to 7-8, i think its good enough.
Yep, i dont think about PzC like history-learning game.Intenso82 wrote:Well this will never be a 100% historical reproduction.Yrfin wrote:Many question about location and numbers of Units, but ask you later with accurate numbers.
And I'll let myself deviate from the historical details) Consider this all a fantasy. Based on real events all coincidences are random
But accurate numbers of Units make Mod look like "professional" made
Last edited by Yrfin on Thu May 11, 2017 11:26 pm, edited 5 times in total.
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
I have already modified that icon accordingly, I think it should be good now:Intenso82 wrote:Yes, I see it. I would also like an icon looking like a German motorcyclist in Soviet camouflage.
The only thing I am not happy with is that the sidecar is always in the same position as it is a mirorred image, but it is like that in the original icon so I cannot do much about it.
Yeah, it looks like that according to the 1940 organisation each mechanized corps had one motorcycle regiment and each 1942-45 model mechanized corps and tank corps had one motorcyle battallion, however, some of these were replaced with an armoured recon battalion.There were a some number of motorcycle regiments. Almost in every mechanized corps.
I'm not sure that it was the M-72, also maybe the previous models. But after the start of lendlise, there were also 35,000 motorcycles from the Allies.
https://en.wikipedia.org/wiki/Mechanise ... iet_Union)
http://www.fireandfury.com/orbats/russianmechob.pdf
https://www.scribd.com/document/3705357 ... -Units-ww2
M1941 Motorcyle regiment OOB:
http://testofbattle.com/phpBB2/viewtopic.php?t=2587
http://www.niehorster.org/012_ussr/41_o ... cl-co.html
It is a good question though, how well they were equipped with motorcycles and with what type as it seems that the M72 production only started in 1941.
Another book lists 29 Soviet Motorcycle regiments in 1941:
https://books.google.co.uk/books?id=Dwq ... nt&f=false


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