***[MOD] RUSSIA AT WAR:1941
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
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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]
What you think about this deployment map ?
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 ?
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.
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
There is too small, I do not see the names of divisions.Yrfin wrote: What you think about this deployment map ?
Found the inconsistencies?))
1400 unit names?)Yrfin wrote:Q:
1. Why you can't give historical "names" to all units ?
I do not have time for this, and I do not see any practical use.
This has already been changed in the next version.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 ?
Ha-ha. I bet you did not play the mod before the 1st move of the player.Yrfin wrote:3. Why all German troops have 0 exp at start ?
Maybe give them 50-100 exp at least ?
The experience is distributed by the script before first turn.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
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[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
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
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
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
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.
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
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Thanks for the words.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.
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)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
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.
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
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.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
I really hope that this project continues.
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!!!
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.
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!!!
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.


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Thank you, I also hope that the mod will continueMcGuba wrote:I really hope that this project continues.![]()
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!!!![]()
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.
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)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
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.

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 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.

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?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
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.
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
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- LayerEdgeFrozenWater.png (531.59 KiB) Viewed 7193 times
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Wow its look pretty good!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.
Thank!
I wrote to you in PM.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
I may know a little bit about using paint.net but it seems I don't know anything about posting images in a PM.
So here's the updated image using the new frozen tile you sent me. I will send the how-to in a PM.
So here's the updated image using the new frozen tile you sent me. I will send the how-to in a PM.
- Attachments
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- new_frozen_tileset.png (614.03 KiB) Viewed 7149 times
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
I agree, that does look better. It will be interesting to see how the new terrain type works out. Well done 
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Now I'm still collecting material for the whole scenario.cw58 wrote:I agree, that does look better. It will be interesting to see how the new terrain type works out. Well done
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.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
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.
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.


slitherine.com/forum/viewtopic.php?f=147&t=47985
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
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!
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
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

http://www.german-navy.de/kriegsmarine/ ... index.html
R-boat (Raumboat)

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

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

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

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

http://www.german-navy.de/kriegsmarine/ ... index.html
For Russia:
- The Soviet barge.
- River monitor, for example type Zhitomir / Krakow (formerly Polish).

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
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

http://www.german-navy.de/kriegsmarine/ ... index.html
R-boat (Raumboat)

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

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

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

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

http://www.german-navy.de/kriegsmarine/ ... index.html
For Russia:
- The Soviet barge.
- River monitor, for example type Zhitomir / Krakow (formerly Polish).

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

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.

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.

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.

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.

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.

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




