Spanish Civil War Mod & Campaign (v0.90)

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uzbek2012
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by uzbek2012 »

LNDavoust wrote: Mon Jul 06, 2020 5:15 pm My mod can speak german! How proud i feel, she is growning up so fast :D

In the final version he may be able to speak Russian as well )
http://warmaps.ru/category/order-of-battle-ww2/


Image
Flamethrower armored cars of the Spanish Civil war. ;)
https://strangernn.livejournal.com/1309438.html

Image
https://www.popmech.ru/weapon/13477-bro ... i-samopal/
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by LNDavoust »

Erik2 wrote: Mon Jul 06, 2020 6:42 pm I need to create more content for the Korean mod before I can continue on my Espana project.
So, please take your time.
Perfect :)
asuser wrote: Mon Jul 06, 2020 7:54 pm Oh, some little problems with the layout … I will fix it next time. (max. 22 letters wide)
For "unit_9071" I would say it is an Dornier Do J/15 or 18? recon flyboat unit from the Republicans, we can give a random sign like: "unit_??? = 1th Rep recon wing" or so...
(unit_9071 is a special code for the flyboat from the unit/unitrooster, there it is a Do18, the unit graphic says Do15, where is the right number?)
Yeah, the lenght in the title is not a real problem, just something to consider when translating :)

Regarding the unit, you are correct, it's a Dornier J Wal /Dornier 15. I prefered the last name since the Dornier 18 is present in the vanilla game and if i am not wrong it's an evolution from the former (and 15 -18 suggests the conection correctly).

Said that, the translation of unit names is easy peasy. The file you have to search is english_mod.txt, placed in C:\Users\YOURUSERNAME\Documents\My Games\Order of Battle - WW2\Mods\The Spanish Prelude 0.75\Language The line you are serching for is unit_9071 = Dornier Do15

So, in this case, it would be as easy as duplicate this file, rename it as german_mod.txt and edit the text when necessary (for example the Dornier needs no translation, but "unit_472 = Spanish Nationalist Inf '36" does need it). Note that there are some hungarian units too in this file since I used Admiral's Alternate Arsenal mod as base for mine (Admiral is a supernice hungarian modder). Since these units take no part in my Mod, you could skip them for the translation :)

Just as an additional clarification, these names inside the english_mod.txt are the default names for each type of unit. When you rename the units in the editor for a given scenario, the new names appears in the txt inside the folder of that scenario, overwriting the default name. That's the reason some units in the first scene you translated appear correctly, while others have the unit_XXXX format (OoB uses it when cannot find a name in the language that it been loaded). Hope I have managed to explain myself :)
asuser wrote: Mon Jul 06, 2020 7:54 pm Yes, that's what I mean...

...and this:
SBKOpen.png

Can't find the file...
Yeah, the campaign events are also in the same txt file where the campaign description is,therefore easily editable, i think. This one: C:\Users\YOURUSERNAME\Documents\My Games\Order of Battle - WW2\Mods\The Spanish Prelude 0.75\Campaigns\The Spanish Civil War v0.75\text_english.txt

"event_3_0_title = Civil War!
event_3_0_text = After months of political instability and violence in the country, right-wing forces, allied with a part of the Army, have revolted against the legitimate government of the young Spanish Republic. We need to suffocate the uprising before it becomes a full scale war."

So again, duplicate the file, rename it as text_german.txt and translating it should do the trick :) Even a partial translation of that only event should work if you want to try it :)
asuser wrote: Mon Jul 06, 2020 7:54 pm For now, I would say, let's play the other scenarios and let me try, from time to time, to find the right layout and words for further translations… :wink:
For sure, enjoy first the campaign and if after a bigger bite you still want to translate it, you know where to find me :) In any case I will feel very honored that you had considered helping with the mod. Thanks a lot for the interest.
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by LNDavoust »

uzbek2012 wrote: Mon Jul 06, 2020 8:10 pm In the final version he may be able to speak Russian as well )
http://warmaps.ru/category/order-of-battle-ww2/

Flamethrower armored cars of the Spanish Civil war. ;)
https://strangernn.livejournal.com/1309438.html

If you could sending me interesting stuff to read and translate I am never going to finish Brunete, Uzbek :)

(joking, thanks a lot :mrgreen: )

The use of flamethrowing systems (mounted in vehicles or as personal weapons) in the Spanish Civil War is quite controversial, as far as I know. The equipment was indeed present in the war, and it is well documented for example that Mussolini send to Franco hundreds of flametrowers and that Nationalists Soldiers were instructed in its use (for example, in this film Legion Condor officers are training spanish recruits https://www.rtve.es/alacarta/videos/arc ... 2/2835658/). Also, some italian tankettes (L3/L5) modified to wear flametrowers advanced in the Guadalajara offensive with the rest of the CTV (the italian volunteers). But that doesn't prove that the equipment watched any ACTUAL real action. I have see no evidence that they were widely used in the war, although probably they could be tested in some minor engagement. As a curiosity, it seems that some actual auxiliar battalions equiped with flamethrowers that were present in the war was supposed not to use them as offensive weapons, but to clean through fire dangerous chemicals as iprite (chemical weapons like used in wwi, that both faction had but it was neither used in the war).

Regarding the L3/L5 Lanciafiamme, and after some thought, I have incluided them in the Guadalajara scenario for variety and their shock value, but for example I have read italian reports form the action where the officers in the field were (reasonably, i would say) very concerned about the theorical effect of the T-26 main cannon over one of these tankettes :)

Therefore, I'm always interested in info regarding flamethrowers in the war. I will read your links with attention, uzbek :)
uzbek2012
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by uzbek2012 »

This is your business ) You are the father of this mods ;) I also treat humor well, interesting links and sometimes I will throw you off here )
Image
http://armor.kiev.ua/Tanks/BeforeWWII/I ... renej1.php
https://war-book.ru/vtoraya-mirovaya-vo ... ispaniya2/
The weakness of the T-I A was shown already in the very first battles, and from December 1936, T-I B tanks went to Spain. By 1938, German tank units numbered 4 battalions, each of 3 companies, and 15 tanks in each company. 4 companies /60 tanks/ were made up of captured T-26S. For the capture of the t-26 tank, the nationalist command gave a bonus of 500 pesetas – the monthly salary of an American pilot from the Republicans (and, the Soviet " Stalin's falcons "were paid less than everyone else!), and especially actively" extracted " our tanks by the Moroccans, for whom it was a huge amount of money. They were Muslims! They didn't drink wine, didn't play cards, and sent all the "earned" money to their families. And it is clear what a find was for them "a real Russian tank!" Well, in the end, the nationalists got as trophies ... 150 t-26, BT-5 and BA BA-10 tanks, and these are only those machines that they were able to repair and then use in their army. In fact, the USSR laid the Foundation of the Franco tank Park, that's how!
https://topwar.ru/96344-tanki-grazhdans ... ast-3.html

Flamethrower tanks and wedges I myself respect ;)
Image
https://www.zr.ru/content/articles/9204 ... om-smysle/
https://naukatehnika.com/ognedyishashhi ... ryi-2.html

"Lighter" on its own
Image
Spanish flamethrower tank Panzer I Ausf a Lanzallamas
https://477768.livejournal.com/5105504.html

Image
http://militarylib.com/ww2/ww2-armored- ... -1945.html

Image
http://militarylib.com/ww2/ww2-armored- ... -boyu.html

Image
http://militarylib.com/magazines/panzer ... maxta.html
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by asuser »

LNDavoust wrote: Mon Jul 06, 2020 11:07 pm So again, duplicate the file, rename it as text_german.txt and translating it should do the trick :) Even a partial translation of that only event should work if you want to try it :)
...It works, it works, it works! :D

I made all of these corrections and finally here is it, updated campaign discription (picture should be with the original campaign signing), opening massage and Do15 identification mask:
SBKT.png
SBKT.png (618.39 KiB) Viewed 3663 times
Now I understand a little, how OOB is constructed! :wink:
Scenario 2 test is next...


Small, possible correction: Commander Nr. 151 is not VICTOR_RUBI, it is General Vicente Rojo.


-Are there commanders for use in the next scenarios? Do we have enough pictures for that?
-Is it possible for the future, to make a "reverse" mod for playing as a Nationalist commander with the same maps?
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by LNDavoust »

asuser wrote: Tue Jul 07, 2020 12:14 pm ...It works, it works, it works! :D

I made all of these corrections and finally here is it, updated campaign discription (picture should be with the original campaign signing), opening massage and Do15 identification mask:


Now I understand a little, how OOB is constructed! :wink:
Scenario 2 test is next...
Congrats :)
asuser wrote: Tue Jul 07, 2020 12:14 pm Small, possible correction: Commander Nr. 151 is not VICTOR_RUBI, it is General Vicente Rojo.
I used aliases for all the commanders incluided in the mod, as the official DLCs did with the german, soviet, etc... commanders. But yes, Victor Rubí is indeed Vicente Rojo, good catch :)

The unique excepción is Franco himself, who is too well known even for non-spaniards to try to occult him behind a fake name :) (The Aristocrats did the same thing with Guderian in their DLCs for example).

Both Alvaro LaRúa and Luis Gallego Ugarte are aliases for high rank real Republican Commanders :) Same with Sotillo for the Nationalists. Sergey "Sergio" Lekmtsev reuses an existing commander from the vanilla files (i did research the real pilot behind the portrait and i think i remember that he didn't participate in the spanish war, but i wanted to use a soviet pilot to reflect that part of the republican air crew were indeed soviet pilots).

Max Claudel uses a portrait of a real fighter from the Lincoln Brigrade (Internationals) although he wasn't an officier. Surprisingly (for me), there are several examples of african-american officers in the internationals. Oliver Law was for example killed in the Brunete Battle while leading the whole Lincoln (around 2000 men) https://en.wikipedia.org/wiki/Oliver_Law
asuser wrote: Tue Jul 07, 2020 12:14 pm -Are there commanders for use in the next scenarios? Do we have enough pictures for that?
Not sure what you ask for here, sorry :/ There are 4 commanders for the republicans included in the Mod that you will get during the campaign, with their portrait and so. There are 2 commanders for the nationalists also in the mod, although they are not actually used in the republican campaign (but they are there as useful tools for the future, i guess)
asuser wrote: Tue Jul 07, 2020 12:14 pm -Is it possible for the future, to make a "reverse" mod for playing as a Nationalist commander with the same maps?
Every map is reusable in OoB, but the scenario, as a whole, is a different matter. Possible, yes, but it will take a lot of work to reverse the campaign for the Nationalists at the present time. The units and the maps are already done, yes, but when creating a scene the most time-consuming is usually the creation of the triggers, objectives, texts, and so, which are very different for each faction.

Also, if I were to design a campaign for the nationalists, i won't probably choose exactly the same battles i did for the republicans. Some of them would be common, sure (Ciudad Universitaria, Jarama, Brunete...) but from nationalists prespective other will change, and even those common... well, to make things interesting probably i would change a lot of things, even maps. As an example, in Jarama, from Republicans (as defensors) prespective, i used a big map to add uncertainty about the direction of the true attack. For the nationalists (attackers) a big scenario wouldn't be that useful. The Aristocrats did a similar thing with the soviet and german campaigns regarding the same conflict (eastern front ww2), i don't know if you have played those.

Hope i had been able to explain myself :)
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by rafdobrowolski »

Glad you released it. I have been playing through the campaign and I have a few notes. I will share it all once I am done!
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by asuser »

LNDavoust wrote: Tue Jul 07, 2020 2:44 pm Hope i had been able to explain myself :)
Yes, all is fine!
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by LNDavoust »

rafdobrowolski wrote: Wed Jul 08, 2020 4:51 am Glad you released it. I have been playing through the campaign and I have a few notes. I will share it all once I am done!
Ey, Raf! Hope you're having fun, without you the Mod would be much less. Cuando puedas esas impresiones serán muy bienvenidas :)
asuser wrote: Wed Jul 08, 2020 5:02 am
LNDavoust wrote: Tue Jul 07, 2020 2:44 pm Hope i had been able to explain myself :)
Yes, all is fine!
Great :) I forgot to mention that there are some plans in the community to create a nationalist campaign, maybe using this mod. Also, there are been tryings to transfer scenarios form the recent PzC2 to OoB in this very forum, which will open also an opportunity for the upcoming spanish DLC.
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by asuser »

Nice to hear that!

With the knowledge, that in Spain fought various nations you could split your nice basic mod at a minimum in four subversions: Playing as Nationalist-Spain, - German or - Italian and Republican-Russian. Because you have different units, commanders... and stories behind. Only an idea for the future.
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by Zekedia222 »

So far I’m enjoying it. Just minor frustrations at Bilbao :lol:
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by LNDavoust »

asuser wrote: Wed Jul 08, 2020 9:07 am Nice to hear that!

With the knowledge, that in Spain fought various nations you could split your nice basic mod at a minimum in four subversions: Playing as Nationalist-Spain, - German or - Italian and Republican-Russian. Because you have different units, commanders... and stories behind. Only an idea for the future.
Sure, 100% agree. At some point I suggested that a possible italian DLC would be interesting, probably beginning in Abysinia and spending some time in Spain. The soviet DLC train have already departed, and the devs choose (understandably) Mongolia over Spain.
Zekedia222 wrote: Wed Jul 08, 2020 3:43 pm So far I’m enjoying it. Just minor frustrations at Bilbao :lol:
Construction sites? Construction sites probably :mrgreen:

Happy that you are liking it so far :)
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by Zekedia222 »

LNDavoust wrote: Wed Jul 08, 2020 10:46 pm
Zekedia222 wrote: Wed Jul 08, 2020 3:43 pm So far I’m enjoying it. Just minor frustrations at Bilbao :lol:
Construction sites? Construction sites probably :mrgreen:

Happy that you are liking it so far :)
Perhaps...
That reminds me, I also had an interesting bug. You know the little radar thing, where you can see a ship in the fog of war? Well I saw that in the North scenario, except when I got close, it didn’t disappear. It just continued flashing the radar ping... as I had ships that very clearly indicated no enemy was present. I’m quite sure it wasn’t a mod bug, but it was funny none the less :lol:
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by GabeKnight »

Zekedia222 wrote: Wed Jul 08, 2020 11:13 pm That reminds me, I also had an interesting bug. You know the little radar thing, where you can see a ship in the fog of war? Well I saw that in the North scenario, except when I got close, it didn’t disappear. It just continued flashing the radar ping... as I had ships that very clearly indicated no enemy was present. I’m quite sure it wasn’t a mod bug, but it was funny none the less :lol:
Could it have been a plane with the "concealed" commander attached? Only adjacent units can spot it.
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by Zekedia222 »

I don’t think so. I don’t think any naval commanders have the concealed trait, and I also drove my ships through the hex a couple times. Maybe there WAS a ghost ship :lol:
Last edited by Zekedia222 on Thu Jul 09, 2020 1:57 pm, edited 1 time in total.
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by asuser »

I finished the 2nd scenario and it was exciting! 8)
The surprise was at round 10 or so when I got a little reinforcement with infantry and artillery.

Some notes:
I was only able to achieve a minor victory because not all ships had survived. The Russian barge “Joven Miguel” was sunk by an Italien bomber because it was not controllable and unarmed. One of the primary goals "Take both the north road and Porto Cristo" is somewhat inaccurate, because it actually means to conquer the northernmost position of the nationalists (command point with flag). Without conquering that command point the player lose the scenario.

->Maybe update the wording or put a name plate with "North Street" on it?

Manacor is difficult to conquer because my troops melt down like ice in the sunshine during the fighting.

... and begun to translate the specialisations in file/directory "Language"...
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by LNDavoust »

Zekedia222 wrote: Thu Jul 09, 2020 2:27 am I don’t think so. I don’t think any naval commanders have the concealed trait, and I also drove my ships through the hex a couple times. Maybe there WAS an actual ghost ship :lol:
As cool as it would be, i'm afraid it is a bug. It happened to me the last time i play the scen, and i hoped it would be just a non-recurring glitch but... it appears it is not the case. Probably some corrupted trigger. Or the British. Most certainly the British. :wink:

Thanks, Zeke, i would add it to the bug list. Just a question: do you remember if the contact in the fog remained for just a few turns or during the whole scene?
asuser wrote: Thu Jul 09, 2020 6:04 am I finished the 2nd scenario and it was exciting! 8)
The surprise was at round 10 or so when I got a little reinforcement with infantry and artillery.

Some notes:
I was only able to achieve a minor victory because not all ships had survived. The Russian barge “Joven Miguel” was sunk by an Italien bomber because it was not controllable and unarmed.
Happy you found exciting the scene, Asusuer :) Some notes about your very welcomed notes:

- Are you sure you retired all your ships? Sunking the soviet barge shouldn`t affect the objective: you just need to exit your 6 ships (the ones you control, under the republican flag): the old battleship, the light cruiser, the two supply ships and the two ones you deployed.

I realize now that if you don't realize that you can deploy ships, or you dont have 2 ships to deploy because the first scenario didn't go as smoothly as possible, then you can fail the objective in a odd way... i will consider to add a warning in case you don't have enough ships. Thanks for the obsevation, asuser.
asuser wrote: Thu Jul 09, 2020 6:04 am One of the primary goals "Take both the north road and Porto Cristo" is somewhat inaccurate, because it actually means to conquer the northernmost position of the nationalists (command point with flag). Without conquering that command point the player lose the scenario.

->Maybe update the wording or put a name plate with "North Street" on it?

Manacor is difficult to conquer because my troops melt down like ice in the sunshine during the fighting.
Unless something weird is happening, the objective should mark in the maps both hexes Porto Cristo and the road at the north. But yeah, maybe adding a North Road name to the hex for extra-clarification won't hurt.

Manacor difficulty depends entirely on how well you did before. If you had too much loses in the battles near the beach... it's a though fight indeed :|

Thanks for you feedback, mate, if you keep them coming i will keep improving the mod :)
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by LNDavoust »

Am I a Feldkanone? I am a Feldkanone :)

I always knew that would be my spiritual animal :mrgreen:
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by Zekedia222 »

LNDavoust wrote: Thu Jul 09, 2020 2:01 pm
Zekedia222 wrote: Thu Jul 09, 2020 2:27 am I don’t think so. I don’t think any naval commanders have the concealed trait, and I also drove my ships through the hex a couple times. Maybe there WAS an actual ghost ship :lol:
As cool as it would be, i'm afraid it is a bug. It happened to me the last time i play the scen, and i hoped it would be just a non-recurring glitch but... it appears it is not the case. Probably some corrupted trigger. Or the British. Most certainly the British. :wink:

Thanks, Zeke, i would add it to the bug list. Just a question: do you remember if the contact in the fog remained for just a few turns or during the whole scene?
Well, I’m still playing through that scenario, but it is still there, I think. I’ll go check.
Edit: I loaded the scenario, and no more “ghost ship.”
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Re: Spanish Civil War Mod & Campaign (v0.75)

Post by bru888 »

With this competition, The Artistocrats ought to think about adopting this mod for OOB, one way or the other.

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