Spanish Civil War Mod & Campaign (v0.90)

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LNDavoust
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Re: Spanish Civil War Mod (v0.45)

Post by LNDavoust »

McLeoudX wrote: Mon Jan 06, 2020 10:18 pm
Zekedia222 wrote: Mon Jan 06, 2020 9:16 pm Those Minor Victories are fine. you fufilled the primaries, but not the secondaries. You won, but only barely.
OK, thanks.
Also, McLeoudX, remember that because of the structure of the mod, major victories (MV) are required sometimes in order to play some scenarios (you can review the campaign tree in the first page of this thread). You can always use the cheat menu to obtain a major victory, but then you will miss some of the rewards of the secondary objectives.

Have fun :)
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Re: Spanish Civil War Mod (v0.45)

Post by Zekedia222 »

My mistake, didn’t look to see the messed up counters there. :D
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Re: Spanish Civil War Mod (v0.45)

Post by LNDavoust »

terminator wrote: Mon Jan 06, 2020 5:05 am Here is a music for the menu ? (A las barricadas :http://www.mediafire.com/file/3xxiak82t ... u.zip/file)


A_las_barricadas.jpg
Wow, I usually don't feel that the music contemporary to the war is suitable for the idea i have for the mod. But this version of A las barricadas (very well know theme in spain) is almost perfect. The voices of the choir are very soft, almost sweet, and the arrengments of the instrumental part give it a very epic vibe that matches the OoB musical style, and it is also very appropiate as background music, not too bright or calling. I'm deeply surprised, terminator, thanks a lot, I will consider to include it. Could I know where did you find it?

-

How the rest of you feel about incluiding new music in the mod? I usually play the game without music, listening podcasts or similar, but that's just because after the umpteenth repetition I get bored. In fact I'm quite fond of the OoB sountrack, and some of the themes are fantastic. I love the variations of the main OoB motifs in the Finnish DLC, for example. This one is great
https://www.youtube.com/watch?v=DuZ2ucELYGI
but specially this other is fantastic
https://www.youtube.com/watch?v=mxAgWKDkhcE

I didn't added new music to the mod until now for several reasons. First of all, i have a very clear idea of what i would like, and worst-case-scenario, i can't find it and it's very frustrating, vs. best case-scenario, i find it, but takes me a lot of time which i could use in other aspects more important for the mod. Also, there is the issue with the copyright: although this is a fan, non-profit project, maybe once found the ideal track, it could be copyrighted, so... :| And above all those reasons, TSP is still in an early stage, so i have had other priorities for my limited time, that's also true. I did even think about editing an intro video...

So, do you have any opinions regarding a possible soundtrack in mods? :)
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Re: Spanish Civil War Mod (v0.45)

Post by Zekedia222 »

It wouldn’t bother me. I always found it interesting, and considering this is “historical”, where the music is relevant to the campaign. You got a thumbs up from me!
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McLeoudX
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Re: Spanish Civil War Mod (v0.45)

Post by McLeoudX »

Well, I think that this music is not really my thing, but it match the theme of the mod, so it's ok.
But in most cases I turn the music of , because of to less change or to much repeating.
In a game named "East Front (2)" I always switched to the sound of battle in background.
PS: This game is about 20years old, perhaps, there is no copyright on this background sound anymore, because the developer isn't there to watch for it?
Greetings and thanks for the work!
There can only be one :)
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Re: Spanish Civil War Mod (v0.45)

Post by Erik2 »

McLeoudX wrote: Tue Jan 07, 2020 11:32 am Well, I think that this music is not really my thing, but it match the theme of the mod, so it's ok.
But in most cases I turn the music of , because of to less change or to much repeating.
In a game named "East Front (2)" I always switched to the sound of battle in background.
PS: This game is about 20years old, perhaps, there is no copyright on this background sound anymore, because the developer isn't there to watch for it?
Greetings and thanks for the work!
East Front was part of developer Talonsoft/programmer John Tiller's Campaign series.
https://www.matrixgames.com/forums/tt.asp?forumid=226
Now owned by Slitherine/Matrix who have developed a Mid East version and are currently working on a Vietnam version.
Quite nice games.
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Re: Spanish Civil War Mod (v0.45)

Post by terminator »

Battle Academy 2 - Spanish Civil war Skirmish Mod: https://www.slitherine.com/forum/viewto ... 21&t=96108
McLeoudX
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Re: Spanish Civil War Mod (v0.45)

Post by McLeoudX »

Erik2 wrote: Tue Jan 07, 2020 12:30 pm
McLeoudX wrote: Tue Jan 07, 2020 11:32 am Well, I think that this music is not really my thing, but it match the theme of the mod, so it's ok.
But in most cases I turn the music of , because of to less change or to much repeating.
In a game named "East Front (2)" I always switched to the sound of battle in background.
PS: This game is about 20years old, perhaps, there is no copyright on this background sound anymore, because the developer isn't there to watch for it?
Greetings and thanks for the work!
East Front was part of developer Talonsoft/programmer John Tiller's Campaign series.
https://www.matrixgames.com/forums/tt.asp?forumid=226
Now owned by Slitherine/Matrix who have developed a Mid East version and are currently working on a Vietnam version.
Quite nice games.
Ah, I was wondering, because I have seen it in the shop and was not sure, if it is the same. It is much better than other stuff with hexagon-tactic, they are offering there.
And I have the european edition (including Western Front and the fictional Operation See Lion, per import only). But since I have OOB, it is obsolete!
Thanks, Erik for this Info :)
There can only be one :)
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Re: Spanish Civil War Mod (v0.45)

Post by rafdobrowolski »

GabeKnight wrote: Sat Jan 04, 2020 2:06 am
rafdobrowolski wrote: Sat Jan 04, 2020 1:23 am In the Valdemoro scenario, it is not possible to inflict 350 damage in order to get one of the secondary objectives. I got to 339 of 350 required, and think I killed all the enemies. Unless there are some guerrillero units out there....
A quick question: What difficulty level are you playing at?
I mean, it may be indeed impossible to achieve some objectives with lower difficulty settings...
Good point, I was playing on the lowest (easiest) setting to get through the scenarios while looking for bugs and issues.
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Re: Spanish Civil War Mod (v0.45)

Post by GabeKnight »

I'm glad you got the mask problem solved with the kind help from Mr. T. and his solution! He always was the guy with the most expertise concerning graphics. :D 8)
LNDavoust wrote: Sun Jan 05, 2020 4:23 pm
GabeKnight wrote: Sat Jan 04, 2020 8:36 pm I've done the same AT-switch thing to "my" armoured train inside my mod. But the "firststrike" trait, i.e. attacking without taking return damage, is just too powerful. I had to rebalance the train multiple times, esp. against mechanized targets.
I even didn't realized the trains had that trait xD I think the trains comes from the Horsth mod (wich i used as a base for mine). Maybe deleting "firststrike" will be enough. Ok, back to the workshop.
It's just the AT version of the train that has the trait, and adding it was necessary because otherwise the train would not be able to attack targets on hexes it can not enter. It would be basically only good for AT support.

And although you're using the Admiral's (Alternate Arsenal) mod and model, I'm pretty sure Horthy copied the AT-train entry from my mod into his. :wink:
LNDavoust wrote: Mon Jan 06, 2020 9:57 pm - In Madrid the counters regarding the secondary VPs are acting funny. One is counting 14, the other one is counting 15. I'll look into it.
But beware that this is sometimes just some "display error" in the objective screen, while the trigger itself is working just fine. It's the "link to objective" function that's acting up. For it to count correctly, you sometimes have to add a trigger entry solely to operate as a "counter".
LNDavoust wrote: Tue Dec 04, 2018 5:19 pm List of known bugs:
1) The construction sites lose their skin after being destroyed.
2) The Artesanal Tiznaos texture doesn't load.
3) Campaign variables don't always work (as a temporary workaround you always gets the benefits from the variables)
1) I think that's a bug inside the stock units, right? Horthy did not add a construction site, did he?
2) Check the lower pic of this post. He's using some skin. Maybe that's why the reworked textures don't work with the model. Try creating a skin for the unit instead of a texture and then auto-assign it to the unit as it's done in the Sandstorm DLC.
3) I'm not certain about this, but make sure to enter the variables case sensitive and with all blanks and spaces. It has to be exactly the same in all scenarios.
McLeoudX wrote: Mon Jan 06, 2020 9:14 pm Allthough it is not ready, because of some strange "minor victories" and really small budgets for my army!
You did change the scens yourself with the editor, right? Did you change something else besides the income?
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Re: Spanish Civil War Mod (v0.45)

Post by LNDavoust »

GabeKnight wrote: Wed Jan 08, 2020 12:33 am It's just the AT version of the train that has the trait, and adding it was necessary because otherwise the train would not be able to attack targets on hexes it can not enter. It would be basically only good for AT support.

And although you're using the Admiral's (Alternate Arsenal) mod and model, I'm pretty sure Horthy copied the AT-train entry from my mod into his. :wink:
Then a specific thanks is in order to you, good sir :)
GabeKnight wrote: Wed Jan 08, 2020 12:33 am But beware that this is sometimes just some "display error" in the objective screen, while the trigger itself is working just fine. It's the "link to objective" function that's acting up. For it to count correctly, you sometimes have to add a trigger entry solely to operate as a "counter".
Yeah, I learnt that the hard way, until almost go bonkers with the d%mn counters. At the begining I also used to link the same objective to two differents triggers (usually to the wining and losing conditions for the obj)... not a good idea :x

Anyway, University City was my ¿second? scen, so maybe it could be a mistake from those old times. Or maybe I selected wrong one of the 16 hexes... I mean... they are 16... what can i say, it seemed fun at the moment :|
GabeKnight wrote: Wed Jan 08, 2020 12:33 am 1) I think that's a bug inside the stock units, right? Horthy did not add a construction site, did he?
2) Check the lower pic of this post. He's using some skin. Maybe that's why the reworked textures don't work with the model. Try creating a skin for the unit instead of a texture and then auto-assign it to the unit as it's done in the Sandstorm DLC.
3) I'm not certain about this, but make sure to enter the variables case sensitive and with all blanks and spaces. It has to be exactly the same in all scenarios.
1) Construction Sites were already in the vanila game. From what i can remember they are used as transition units from bulldozers (Construction Groups) to Airstrips. They are used in the Murmansk scenario (in Panzerkrieg?) i.e. The funny thing is that i'm pretty sure the unit didn't have any problem when destructed there... I always thought that I had somehow break the unit introducing it in the mod (they are not used in the editor since they have a trait to exclude them (no-edit or something like that) which i deleted) but maybe Horth did something to them... I will investigate.

2) Good find!. And also good sugestion ( i would prefer using a texture since i can give the unit more detail, but a skin would be also acceptable, and much better than the current (non) solution).

3) Some variables worked, others didn't. Also, the responsible triggers were also the responsible for the corruption problems i had some months ago. Therefore I chosed to deactivate them in this version of the mod, but yeah, i plan to insist in future versions.
McLeoudX wrote: Mon Jan 06, 2020 9:14 pm Allthough it is not ready, because of some strange "minor victories" and really small budgets for my army!
GabeKnight wrote: Wed Jan 08, 2020 12:33 am You did change the scens yourself with the editor, right? Did you change something else besides the income?
Yeah, that strange appearence of the Tiznao in your screencap, MacLeoudx... I'm also intrigued. Did the unit always have that appearence for you in the mod?
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Re: Spanish Civil War Mod (v0.45)

Post by terminator »

I think I figured out how color works with masks :

mask(1).jpg
mask(1).jpg (741.72 KiB) Viewed 3162 times

mask(2).jpg
mask(2).jpg (801.15 KiB) Viewed 3162 times
McLeoudX
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Re: Spanish Civil War Mod (v0.45)

Post by McLeoudX »

I'm still fighting in the second Madrid scenario after a minor victory in the first (only a francoism bunker survived).
It's totally unbalanced (unfair), but that's not the only Problem.
1. Why the republicans have only such a small Budget and income?
2. Why only the help troops can buy anti tank weapons ?
3. They shall do an attack through really good defended enemy lines with 3 or 4 unit's? Are they crazy ?
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Re: Spanish Civil War Mod (v0.45)

Post by Zekedia222 »

Because the Spanish military was completely disfunctional. It was outdated, on so many levels.
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Re: Spanish Civil War Mod (v0.45)

Post by McLeoudX »

Zekedia222 wrote: Thu Jan 09, 2020 8:53 pm Because the Spanish military was completely disfunctional. It was outdated, on so many levels.
This may be. But the Franco-Troops where spanish too, but they are much stronger, better equipped and much more than my weak republic militia (not even regular troops!), which always fall down like Flies from the wall (I mean, thy die really fast !)
And LNDavoust , yes I cheated me a little more money (but no anti tank weapons)!
And some landpoints, to set a little bit more stronger Units (but they fall only a little bit slower than the militia).
Last edited by McLeoudX on Thu Jan 09, 2020 11:22 pm, edited 1 time in total.
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Re: Spanish Civil War Mod (v0.45)

Post by Zekedia222 »

The main reason for that is that is this:
1. A key element of Nationalist forces was the Spanish Morocco garrison [don’t remember the name]. This force was elite, experienced, and well trained.
2. The Nationalists were supported by two main foreign powers: Italy and Germany. These forces provided them with more modern equipment, updated tanks, and probably other things like aircraft and AT guns. The Republicans were relatively unsupported, with the Soviet Union taking far longer to act. You’ll notice that later on in the campaign, you forces are able to be equipped with more modern equipment.
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Re: Spanish Civil War Mod (v0.45)

Post by LNDavoust »

McLeoudX wrote: Thu Jan 09, 2020 2:26 pm I'm still fighting in the second Madrid scenario after a minor victory in the first (only a francoism bunker survived).
It's totally unbalanced (unfair), but that's not the only Problem.
1. Why the republicans have only such a small Budget and income?
2. Why only the help troops can buy anti tank weapons ?
3. They shall do an attack through really good defended enemy lines with 3 or 4 unit's? Are they crazy ?
Thanks a lot for your feedback, McLeoudX, it is highly appreciated :)


If you are talking about the University City scen (TSP6) the only bunker you can take (also in the Country House) is near of one of the VPs that you are supposed to take, but it is not strictly necessary (there are 17 VPs in that scen, and you only need to take 8 VPs fo the primary objective and 16 VPs for the secondary one).

1. As I said before in the thread, I tried to make the campaign changelling for the players, therefore the small budgets. Said that, changelling shouldn't mean unfair, frustrating or impossible, and because of that i appreciate a lo the feedback regarding the difficulty. For sure I could have done a better job, and I will try to fine-tune the experience in future versions.

2. It is my understanding that the anti-tank guns were very uncommon in the republican army at that point of the conflict. Drop after drop, some soviet equipment began to arrive in 1937 (therefore antitank units are purchasable from the 9th scen of the campaign). To face the enemy tanks in these early battles you will have to resort to quickly rotate infantry units (to avoid complete destruction), cut their supply lines as soon as possible, sometimes an armoured car could help, and finally use your own tanks (better than the italian or german ones).

3. I get you are talking about the beginning of the 7th scen (A corunna battle). I don't want to spoil the surprises, so let me know once you play thorugh the whole scen and then we will talk :) And yes, sometimes reading myself about actual war actions i also wonder if those guys were crazy :) But regarding the scen, i can assure you that it is winnable, specially if you have enough funds.
McLeoudX wrote: Thu Jan 09, 2020 11:12 pm
Zekedia222 wrote: Thu Jan 09, 2020 8:53 pm Because the Spanish military was completely disfunctional. It was outdated, on so many levels.
This may be. But the Franco-Troops where spanish too, but they are much stronger, better equipped and much more than my weak republic militia (not even regular troops!), which always fall down like Flies from the wall (I mean, thy die really fast !)
And LNDavoust , yes I cheated me a little more money (but no anti tank weapons)!
And some landpoints, to set a little bit more stronger Units (but they fall only a little bit slower than the militia).
There is a lot of discussion about the state of both spanish armies (republican and nationalist) even today, but i think it is widely accepted that specially for offensive operations the nationalist were clearly superior at the beginning of the war (1936). They had experienced officers, specially medium-ranked ones (which were almost absent from the republican units, which sucked tactically), they were much better organized (as they retained the military structure of the army, while the republicans "experimented" with popular militias, which sometimes "voted" before the combat if they were to participate in ongoing operations, just an example) and they had a very clear line of command, with just one leader (or at least, one leader per sector). Above those differences, and as zekedia said, the nationalists controlled the elite and professional units of the army at that moment, with all the good equipment, especially the "regulars" (northafrican natives) and the "legionaries" (though professional guys). The republican army could only face the nationalist in static warfare and with big loses: in many battles the republican defenders (trenched and so) had more casualties that the attacking nationalist. More or less what happens in the mod :)

So yeah, I have my historical reasons to make the republican infantry lousy at the beggining. Other players here have complained about the republican infantry, McLedouX, so you are not alone :) Said that, the mod can be more or less correct from a historical point of view, but what should always be is fun to play :) If it sucks to play with the “incompetent” republican guys, well, that means that I didn’t do my job well enough. What I can say is that after the University City scen you can upgrade your militia to regular republican infantry units, which are just slighty worse that the nationalist ones :) And that after some scens the infantry differences between both factions will be less and less important (which it is something also happened in the real conflict).
Last edited by LNDavoust on Sat Jan 11, 2020 12:55 am, edited 1 time in total.
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Re: Spanish Civil War Mod (v0.45)

Post by LNDavoust »

terminator wrote: Thu Jan 09, 2020 7:02 am I think I figured out how color works with masks :
By the time I write the post regarding the maps (yep, i'm that lazy :/) you will have everything figured out by yourself, ter :)

-

Modding is a funny bussiness. Sometimes is hard, sometimes is easy. I was working for a couple of weeks in a new scen and I am not still happy with it, but, after just two days of work in a new one, i already like it *shrug*
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Re: Spanish Civil War Mod (v0.45)

Post by Zekedia222 »

Its like that sometimes. I’ll have spent days working through Java, and not be close, but a couple hours through Shanghai, and almost everything’s done.
Klinger, you're dumber than you look, and THAT boggles the MIND.
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Re: Spanish Civil War Mod (v0.45)

Post by terminator »

LNDavoust wrote: Sat Jan 11, 2020 12:53 am
terminator wrote: Thu Jan 09, 2020 7:02 am I think I figured out how color works with masks :
By the time I write the post regarding the maps (yep, i'm that lazy :/) you will have everything figured out by yourself, ter :)

-

Modding is a funny bussiness. Sometimes is hard, sometimes is easy. I was working for a couple of weeks in a new scen and I am not still happy with it, but, after just two days of work in a new one, i already like it *shrug*
I think I’ve figured out how to combine colors and scenarios for masks but this only for your Spanish campaign or for official campaigns. However impossible to add masks for user-made campaigns with the Editor :(
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