***[MOD] RUSSIA AT WAR:1941

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

Post by Yrfin »

McGuba wrote:
Yrfin wrote:With all respect....
PzC engine not for play about manage with 1000+ units ...
I can assure you that in this excellent mod you will never have more than 999 units. :D
Not sure...
Yrfin wrote:Q: 1. Why you can't give historical "names" to all units ?
Intenso82 wrote:1400 unit names?)
I do not have time for this, and I do not see any practical use.
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

McGuba wrote:I can assure you that in this excellent mod you will never have more than 999 units. :D
Yes, I did not plan to do more than 999 units for one side :)

By the way, 999 is this limitation on the core?)
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McGuba
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by McGuba »

Intenso82 wrote:
McGuba wrote:I can assure you that in this excellent mod you will never have more than 999 units. :D
Yes, I did not plan to do more than 999 units for one side :)

By the way, 999 is this limitation on the core?)
I do not know. But some other (Russian?) guys are developing a series of large scenarios, one of them with over 1700 units on a 618x362 map and they seem to enjoy it, so I guess it works. Maybe you can contact them and ask for their experiencies:

http://www.matrixgames.com/forums/tm.as ... age=1&key=
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

McGuba wrote:I do not know. But some other (Russian?) guys are developing a series of large scenarios, one of them with over 1700 units on a 618x362 map and they seem to enjoy it, so I guess it works. Maybe you can contact them and ask for their experiencies:
Yeah, guys do really huge scenario :)
But they use them only for playing multiplayer or even in a hot-seat.
By the way, they somehow wrote about a certain problem in multiplayer with big scenario. But I do not know the details.

Quite a long time ago, I tested the ability to link the scenario in a campaign with as many units as I have. Everything worked fine.
And since almost all of the Soviet units have already been deployed, there will not be much more.
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by McGuba »

Intenso82 wrote: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.
Bebro's IJA campaign has some nice coastal artillery + coastal observation and bunker icons. By making use of them I made a possible icon for the Tirpitz battery, which was built near Constanza, Romania:

Image
Tirpitz_coastal.png
Tirpitz_coastal.png (23.05 KiB) Viewed 7623 times
And another for Oscarsborg fortress, which sank the German heavy cruiser Blücher near Oslo during the invasion of Norway:

Image
Oscarsborg.png
Oscarsborg.png (19.47 KiB) Viewed 7623 times
However, I think the latter is not really suited for the eastern front use... but still, there is a nice video on youtube which shows that famous event and the mighty power of these coastal guns:

https://www.youtube.com/watch?v=YZ79i11JSnU
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

McGuba wrote:Bebro's IJA campaign has some nice coastal artillery + coastal observation and bunker icons. By making use of them I made a possible icon for the Tirpitz battery, which was built near Constanza, Romania:
Thank you. Good looking.

The Germans had a large number of different heavy coastal batteries.
By the way, as we discussed earlier, about the German defense in MP BE mod.
You can add some of these batteries to the transport mode. But not very fast.
The Germans many times moved similar batteries.
And to Leningrad, and to Norway and France, etc.
This will help make defence against sea assaults more unpredictable and at the same time more mobile.
Players can act more flexibly.
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Yrfin »

Intenso82 wrote:
McGuba wrote:Bebro's IJA campaign has some nice coastal artillery + coastal observation and bunker icons. By making use of them I made a possible icon for the Tirpitz battery, which was built near Constanza, Romania:
Thank you. Good looking.

The Germans had a large number of different heavy coastal batteries.
By the way, as we discussed earlier, about the German defense in MP BE mod.
You can add some of these batteries to the transport mode. But not very fast.
The Germans many times moved similar batteries.
And to Leningrad, and to Norway and France, etc.
This will help make defence against sea assaults more unpredictable and at the same time more mobile.
.
Do you want add 2-3 additional Units to Your 999 Units ?
And then..
Intenso82 wrote:Players can act more flexibly.
LOL.
When im died - I must be a killed.
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Yrfin wrote: Do you want add 2-3 additional Units to Your 999 Units ?
You probably know that, for example, the lifetime of tank brigades in the Great Patriotic War, there was no more than 4-7 days of active hostilities.
Further they were withdrawn to the rear for reorganization.
Therefore, many units are needed. This provides a more plausible course of military action.
Yrfin wrote:And then..
Intenso82 wrote:
Players can act more flexibly.
In general, this refers to the multiplayer BE version .. lol :))
But I always like when players have more flexibility in their actions.
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Version KV-1 1942 year.
Thanks Wolfram1951 for modifying the icon.
Now it will be possible to better distinguish KV tanks of different years of production.

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

Post by Intenso82 »

Good news! RAW mod was awarded among the mods for 2017 to the games Slitherine. It was unexpected for me. :)
Thank you ALL for your interest to this mod!

- In the next testplay, I plan to turn on the option - "RangeAttackPenalty".
In which the indirect attack strength decreases with range.
The Soviets have a lot of artillery and would like to reduce its effectiveness when attacking long distances.
After all, it is known that indirect fire at squares was often used, which was not very effective without correction firing.
In contrast, German artillery will be slightly reinforced. Nevertheless, it will still be less numerous and AI will not take much care of its safety.

- Work on the mod has slowed down. But it takes time to comprehend a lot of information.
To study and calculate the time when naval units appeared for Germans.
And also come up with interesting gameplay (events, missions (operations) and so on).

- Also the most hardpoint is the expansion of the scenario lenght. In which the Axis must go to the defense.
After all, PZC has only a tactical AI. And creating a strategic AI is a completely different task.
Of course, having access to the sourcecode, can try to find a side way by increasing the AI zones.
And programming the required number of triggers.
The other way is yet non visible.

- I've been shared a link to Puma excellent work http://streitmacht.com/viewtopic.php?f= ... 40#p196583
There are a number of icons of small ships for the Kriegsmarine, which can be used in mod.

Happy New Year!
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cw58
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by cw58 »

Congratulations, Intenso. That's quite an honor, especially with so many good mods out there.

It sounds like you have some ambitious ideas so I wish you good luck in this New Year. :)
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by jeff00t »

with your disctinction of best mod, i discovered your mod russia at war and what impressive mod !! thanks !
my custom single player mini-campaign in order of battle : normandie-niemen: Image
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

cw58 wrote:Congratulations, Intenso. That's quite an honor, especially with so many good mods out there.

It sounds like you have some ambitious ideas so I wish you good luck in this New Year. :)
jeff00t wrote:with your disctinction of best mod, i discovered your mod russia at war and what impressive mod !! thanks !
Thanks.
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

After a winter's hibernation,
i continue work on the mod.
But in a more relaxed mode. :wink:

In the next version I plan to add a new type of terrain - Floes.
And water hexes in the winter will look like this:

Image

Also in the future, frozen hexes will have their own limitations for each type of movement.
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by guille1434 »

Hello Intenso, and welcome back!

Very nice idea about different types of "frozen sea hexes"!

Also, you may want to check "my" thread, where I recently uploaded a "Shallow & Frozen Sea Hexes" mod, in which I used your polynya and icebergs hexes. This mod add the possibility of adding different types of moves for naval units (deep, shallow sea and river/coastal), which Yrfin already did, by the way. Perhaps you will like to integrate both mod in one, better and bigger one.

Greetings!
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

guille1434 wrote:Hello Intenso, and welcome back!

Very nice idea about different types of "frozen sea hexes"!

Also, you may want to check "my" thread, where I recently uploaded a "Shallow & Frozen Sea Hexes" mod, in which I used your polynya and icebergs hexes. This mod add the possibility of adding different types of moves for naval units (deep, shallow sea and river/coastal), which Yrfin already did, by the way. Perhaps you will like to integrate both mod in one, better and bigger one.

Greetings!
Yes, it is interesting.
I'll see. Screenshot reminded me of the Pacific Theater.

I use the name deep sea, but at the Russian-German naval theater,
actions were often at depths of 30-50 meters.
Except to the central-southern part of the Black Sea and actions in the Murmansk region in the north.
Therefore, in order not to create even more types of terrain, I plan to use the deep sea, as not freeze water hex. A shallow water as a freezing water hex.

Also I did not find how to connect the new terrain with the default terrain tiles when the tiles are automatically generated on the map.

I did some research in the armored trains of the Red Army, it seems now I have a clearer view of this. But I need your help with the icons :)
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Yrfin »

Intenso82 wrote:
guille1434 wrote:Hello Intenso, and welcome back!

Very nice idea about different types of "frozen sea hexes"!

Also, you may want to check "my" thread, where I recently uploaded a "Shallow & Frozen Sea Hexes" mod, in which I used your polynya and icebergs hexes. This mod add the possibility of adding different types of moves for naval units (deep, shallow sea and river/coastal), which Yrfin already did, by the way. Perhaps you will like to integrate both mod in one, better and bigger one.

Greetings!
Yes, it is interesting.
I'll see. Screenshot reminded me of the Pacific Theater.

I use the name deep sea, but at the Russian-German naval theater,
actions were often at depths of 30-50 meters.
Except to the central-southern part of the Black Sea and actions in the Murmansk region in the north.
Therefore, in order not to create even more types of terrain, I plan to use the deep sea, as not freeze water hex. A shallow water as a freezing water hex.

Also I did not find how to connect the new terrain with the default terrain tiles when the tiles are automatically generated on the map.

I did some research in the armored trains of the Red Army, it seems now I have a clearer view of this. But I need your help with the icons :)
I hope with New Type of Terrain (Flou ?) Intenso Mod will be a much quicker :)
Maybe 15 minutes on Turn :)
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Back to the Naval warfare theme

Image

Some ships will now have several combat modes.
For example, battleship will have 3 modes:
-Naval battle.
Standard mode. In this mode AA and Ground attack in passive state.
-Bombardment.
Bombardment of ground units. Accordingly, the other two attacks against ships and aircraft also in a passive state.
A defensive fire for ground units is available.If the ship is next to them.
-Air defence cover.
Attack of air targets with range = 1 is available. The mode of naval attack and ground attack in a passive state.
A air defensive fire is available when enemy air attacking nearby units.

Such modes will also allow to change the attack range for example in sea battles and when attacking ground units.

Cruiser will have only two modes Naval Battle and Bombardment.

About other additions and new modes later... :)

PS. If someone can help draw other units badge, I'll be happy :)
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by guille1434 »

I like this idea sooo much... :-)
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 »

Submarines, finally ...

Image
Soviet submarines in different modes and many options for sea mines.
Thanks to McGuba and Guille for their support.

The combat actions of the submarine did not go beyond the Black and Baltic Seas and the North.
The ocean capabilities of submarines were not applicable here.
So in the beginning I decided to make two modes for the submarines.

Mode #1. Surface.
Cruising mode.
Class - capital ship
Spot = 1.
Speed ​​- high
AD - low.
There is an attack of ground units.

Mode #2. Periscope depth.
Patrol, attack.
Class - submarine.
Spot = 3 (since submarine in patrol mode).
Speed ​​- low.
AD - med.

+ Camo trait.

But I still think to add another mode of the so-called "Lie down on the bottom".
Quite often during the Second World War, Soviet submarines fell to the bottom for several days,
and if it turned out they went to the base.

But it still requires testing and other things.
We are very limited in the mechanics of PZC.
But I'm thinking to emulate a limited stay under water.
Having made that in this mode 30% of fuel per turn were lost.
Then for example boats of C-class, Shch -class can be in this mode of 3 turns and M-class only 2 turns.
After that, they may not have enough fuel to return to the base.

Therefore, i also need to think about add another mode - "Towing."
When a unit without fuel will be given a small number of points of movement, so he got to the base :)

I did not quite understand how the submarine detection mode works in PZC.
I was faced with the fact that the class of submarines is detected using spotting, even at long distances.
And probably after detection, the submarine will always be visible.
If you know how the submarine detection mode works, write.

Due to the fact that the submarines in the class submarine are often detected, I decided to add the Сamo trait.
Also I think it's essential to change the spotting system for all ships.
The principle will be that the capital ships BB, CA and destroyers - spotting will be reduced.
And for small ships such as boats, patrol ships are increased.

And I hope that the battles at sea will be more about finding the enemy than shooting at the enemy from afar.

OK. We return to our submarine which after the battle campaign got home.
By self move or after towing. And it has some damage.
What's next?
In this mod capital ships will not have the possibility of repair. It is necessary to operate capital ships carefully.

But the submarines will have several options.
They will have to be repaired during the scenario but it will be quite expensive.
Also I will try to make such a mechanic - when they can be repaired +1 per turn, through triggers
in a number of special ports in which there will be shipyards (not in all ports).
Then the repair will take some time. And the unit will be repaired only in the Surface mode which will make it a good target for enemy aviation :)

And of course there will be a repair between the scenario.
Initially a double independent prestige system was planned.
During the scenario prestige is spent on replacements and upgrades.
And between the scenarios prestige is spent on reforming and upgrading.
Moreover, the prestige between the missions will not be available after the start of the next scenario. Possibilities to accumulate prestige and then to spend at once will not be. :)
Therefore for an expensive repair for example a submarine between scenarios prestige is enough but during the scenario may not be enough.

I have such thoughts and ideas for today. :D
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