***[MOD] RUSSIA AT WAR:1941

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Yrfin
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Yrfin »

What you think about this deployment map ?
1941 KoBO.zip
(136.95 KiB) Downloaded 228 times
Q:
1. Why you can't give historical "names" to all units ?
For example your unit Pz 38(t) got a name like 7.Pz.Div ? Pz 35 got a 6.Pz.Div ? And so on.
Same for Air units. And of coz for Soviets units.
2. Why small light German AT/AA move only at Opel Blitz ?
Can you change it to SdkKfz 10/11 or MB1500 for example ?
And change AA transport to Krupp Protze truck ?
3. Why all German troops have 0 exp at start ?
Maybe give them 50-100 exp at least ?
When im died - I must be a killed.
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

Yrfin wrote: What you think about this deployment map ?
There is too small, I do not see the names of divisions.
Found the inconsistencies?))
Yrfin wrote:Q:
1. Why you can't give historical "names" to all units ?
1400 unit names?)
I do not have time for this, and I do not see any practical use.
Yrfin wrote:2. Why small light German AT/AA move only at Opel Blitz ?
Can you change it to SdkKfz 10/11 or MB1500 for example ?
And change AA transport to Krupp Protze truck ?
This has already been changed in the next version.
Yrfin wrote:3. Why all German troops have 0 exp at start ?
Maybe give them 50-100 exp at least ?
Ha-ha. I bet you did not play the mod before the 1st move of the player.
The experience is distributed by the script before first turn.
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

-
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

Hi guys!
Unfortunately I do not have much free time, so I decided to revise the timetable for releasing the RAW mod versions :)
And I decided to post the current version as BETA.
Unfortunately, many small details remained unincluded, But time is limited.
I can say that I made a few significant changes from my last testplay.
And of course I would like to receive feedback.

Many thanks for the icons of the units - McGuba, Guille and Akkula. Great job!
Without them, it is unlikely that it would have happened)

RAW1941 - v.0.7 - BETA.
- 49 turns.
- Added reinforcements for both sides.
- Mobilization units Sov. Conscript and the People's Militia.
- New units - Zis30, Katyusha, Marines, Il-2, SMG.
- Winter Units: Ski Inf, Aerosani
- Land-Lease units (Hurricane, P40) and tanks (Matilda, Valentine).
- Guards infantry and tanks.
- New and modified icons. (German and others).
- New game mechanics: Hospital, Training Center (+3 exp. per turn), Upgrade Hex, Promote to Guard Hex.
- Defense of Moscow.
- Division of units into subclasses.
- Many changes in the characteristics of the units.

Link: RAW - BETA:
https://dl.orangedox.com/egLvEZXVN3o1OfKhzl

And yes, If you have not yet installed version PzC 1.31, do not forget to update it before the start game.
Thanks to Rudankort for the patch that does this "AI should return its planes to airfields correctly when they run out of ammo."
http://www.slitherine.com/forum/viewtop ... 21&t=76489
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Akkula
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Akkula »

I am glad you kept working on your titanic mod.
And I am happy to have contributed to it. To be recognized by the community and being thanked by a great modder it is the ultimate achievement I think.

Keep you great work going!.

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
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Akkula wrote:I am glad you kept working on your titanic mod.
And I am happy to have contributed to it. To be recognized by the community and being thanked by a great modder it is the ultimate achievement I think.

Keep you great work going!.

Best regards,
Akkula.
Thanks for the words.

One of the purposes of the mod was to do something different from the classic PZC game and does not look like other things(games).
To be able to see the wide possibilities of the Panzer Corps idea. Possibilities of moding. And further their possible development.
I think it's somehow managed to do :)

But of course for the next step i need more feedback)
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Well, a lot of work has been done and a huge number of units are already in mod.
And many things have already been done.
Unfortunately, I received a not many reviews about mod.
Well, maybe I should already go to the release of DLC/Expansion pack as other big guys do :)) Ha-ha-ha ...
And I'm starting to work on the next version, which will be called aka DLC 'Naval Warfare'.

With the help of icons of the ships of Akkula, almost all types of ships of the Red Army are practically accessible.
Therefore, it will be possible to simulate a fairly accurate composition of the fleet.
Well, I'll add and various other features for the naval warfare.

Such as new features in mines, naval aircraft, more different classes of ships.
I also think there is a place not only for sea ships, but also for river vessels.
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McGuba
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by McGuba »

I really hope that this project continues. :D

Obviously, general interest in PzC is fading day by day, as this game is a bit dated by now... oh, my, it has just turned 6 (!) years old now!!! :shock:

Also, as I wrote earlier, there are many players, who just do not like to play "beta" versions, they want to play a finished, well tested and polished mod or campaign.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

McGuba wrote:I really hope that this project continues. :D

Obviously, general interest in PzC is fading day by day, as this game is a bit dated by now... oh, my, it has just turned 6 (!) years old now!!! :shock:

Also, as I wrote earlier, there are many players, who just do not like to play "beta" versions, they want to play a finished, well tested and polished mod or campaign.
Thank you, I also hope that the mod will continue :)

Nevertheless, it is interesting that on the old PzC engine, adding a bit of creativity, you can do things that are not in other games.

About the beta version, yes it's clear.
But I think the version name does not really matter.
Because each version is like a new piece of mosaic, and not a repetition of what was. There may be an infinite number. To wait for the latest, not the best option :)
Gradually, the world of the scenario is growing, at first it was 20 turn, then about 50, then there will be 70 or 80)
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Water and Ice.

I want to expand the winter theme.
And finally add the Road of Life, and the freezing of the Gulf of Finland
and time period without maritime navigation in selected areas.

To do this, I decided to add a new type of terrain - Ice. (Icebergs) :)
In the end, we get 3 types of water:
- Non-freezing water, movement of naval units is available.
- Freezing water, movement of land units is available, but not naval ones.
- Ice floes, neither the movement of naval units, nor land movements is available.

I used the work Guille1434.
Image

What do you think?

The green square is the "outer" ice floes.

But the question arose, what to do with the boundaries of frozen water, red stripes.
Is it necessary to make a gentle transition from them to water or to "outer" ice floes?
But this is a large number of variants, as is the case with the borders of the coast.
Do we need to do this and who can do it? :)

And I tried to make "internal" ice floes. Inverting the ice floes, which will fit into the frozen water. Yellow square.
How can we improve / change this tile?
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cw58
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by cw58 »

Intenso82 wrote:Water and Ice.

I want to expand the winter theme.
And finally add the Road of Life, and the freezing of the Gulf of Finland
and time period without maritime navigation in selected areas.

To do this, I decided to add a new type of terrain - Ice. (Icebergs) :)
In the end, we get 3 types of water:
- Non-freezing water, movement of naval units is available.
- Freezing water, movement of land units is available, but not naval ones.
- Ice floes, neither the movement of naval units, nor land movements is available.

I used the work Guille1434.
Image

What do you think?

The green square is the "outer" ice floes.

But the question arose, what to do with the boundaries of frozen water, red stripes.
Is it necessary to make a gentle transition from them to water or to "outer" ice floes?
But this is a large number of variants, as is the case with the borders of the coast.
Do we need to do this and who can do it? :)

And I tried to make "internal" ice floes. Inverting the ice floes, which will fit into the frozen water. Yellow square.
How can we improve / change this tile?

I can't really answer the question "Do we need to do this?" It's your mod and you should do what you think best.

I also don't have much experience in modding terrain tiles but I can use paint.net some. So I played around a bit with the LayerCoastsFrozen file and came up with this. I used the solid ice hex in your screenshot as the skin. You might try plugging it in and see if it accomplishes what you want.
Attachments
LayerEdgeFrozenWater.png
LayerEdgeFrozenWater.png (531.59 KiB) Viewed 7168 times
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

cw58 wrote: I also don't have much experience in modding terrain tiles but I can use paint.net some. So I played around a bit with the LayerCoastsFrozen file and came up with this. I used the solid ice hex in your screenshot as the skin. You might try plugging it in and see if it accomplishes what you want.
Wow its look pretty good!
Thank!
I wrote to you in PM.
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cw58
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by cw58 »

I may know a little bit about using paint.net but it seems I don't know anything about posting images in a PM. :oops:
So here's the updated image using the new frozen tile you sent me. I will send the how-to in a PM.
Attachments
new_frozen_tileset.png
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

I think now it looks much better.
Image
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cw58
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by cw58 »

I agree, that does look better. It will be interesting to see how the new terrain type works out. Well done :)
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

cw58 wrote:I agree, that does look better. It will be interesting to see how the new terrain type works out. Well done :)
Now I'm still collecting material for the whole scenario.
I have not tested it yet. And I can tell only in words :)

I plan to make the freezing Gulf of Finland, Lake Ladoga, the Sea of ​​Azov, with the Kerch Strait, with the interruption of navigation on it during the winter.
Maybe even the freezing port of Arkhangelsk.
But for greater reliability, I lack the game mechanics of the icebreaking unit :)
Well, so, the player will monitor the weather forecast, and have time to take your ships to safe ports, otherwise they will get stuck in the ice for the whole winter :))

Practice has shown that AI likes to step on the ice, and to bypass Leningrad, along Lake Ladoga. Therefore, in order to avoid this, there will be a new type of terrain
- Ice floes. On which the AI ​​can not move its unit, where it is not necessary :)

But I still need a lot of German units and some Soviet.
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McGuba
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by McGuba »

Nice job with those icy hexes! :)

Maybe you could post a list of the units that you need and then some people could start work on them, or who knows, some might have been made already...

As for icebreaker unit, you might want to try adding a new movement type. For example, floating ice hexes could be escarpment (currently no ground unit can move on it) and then add a unit with a movement type which can.
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by guille1434 »

Excellent job, indeed... I specially disliked AI units "floating" over water hexes in winter, when they were frozen, but looked like liquid water... Thumbs up!
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

In part I already wrote about the necessary units,
but here is a complete list of wanted units for today:

For Germany:
- Coastal observation post.
- Coastal battery, 150-170mm and/or 130mm captured guns, and maybe the coastal battery "Tirpitz" 240mm.

Torpedo Bombers based on:
- He-111
- Ju-88

In fact, the German fleet is not only Tirpitz and Hipper,
and also a few hundred smaller ships, which were also used in the campaign against Russia.

U-Jager Boot
https://de.wikipedia.org/wiki/U-Jagd-Boot

M-boot
Image
http://www.german-navy.de/kriegsmarine/ ... index.html

R-boat (Raumboat)

Image
http://www.german-navy.de/kriegsmarine/ ... index.html

V-boat
Image
http://www.german-navy.de/kriegsmarine/ ... index.html

MFP
Image
http://www.german-navy.de/kriegsmarine/ ... index.html

and variant - AFP
Image
http://www.german-navy.de/kriegsmarine/ ... index.html

Siebel
Image
http://www.german-navy.de/kriegsmarine/ ... index.html

For Russia:
- The Soviet barge.
- River monitor, for example type Zhitomir / Krakow (formerly Polish).
Image
http://docplayer.ru/docs-images/59/4381 ... es/1-0.png

- Floating anti-aircraft battery No. 3 - "Do not touch me"
https://content.tviz.tv/gfx/res/43327/3 ... c0s4oo.jpg
http://i.ucrazy.ru/files/pics/2017.02/1487598303_4.jpg

- Soviet floating dock PD-16.
http://www.kchf.ru/photos/photo_vspomog/pd16_02.jpg
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Mines are deadly toys.

I will continue to adhere to the DevDiary format. :)

In the next version of the mod, two types of naval mines are planned.
The first is a mine with the usual properties, let's call it an anchor mine.

Image
Icons for mines were made by Guille1434.
By the way, which version of the mine do you prefer the right icon or the left one?

The second variant is a magnetic or bottom naval mine.
She does not have a minefield trait. But has a camo trait.
This allows it to cause unexpected and serious damage to naval units.
And she does not remain marked on the map, after contact with her.
Image
And again, which version of the mine icon do you prefer the right or left?

And of course there will be various carriers for mines.
Ships, airplanes and submarines.
Image
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