MmmmmmZekedia222 wrote: ↑Thu Jul 09, 2020 2:39 pm 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.”

Yep, spaniards killing spaniards is trendy again


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MmmmmmZekedia222 wrote: ↑Thu Jul 09, 2020 2:39 pm 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.”
Yep, spaniards killing spaniards is trendy again
so will you be able in the Future to play as the Nats? i cant stand these commies. yes its a game, but the marxists killed my family in real life!LNDavoust wrote: ↑Thu Jul 09, 2020 10:49 pmMmmmmmZekedia222 wrote: ↑Thu Jul 09, 2020 2:39 pm 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.”Ok, noted. Thanks again.
Yep, spaniards killing spaniards is trendy again![]()
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Your preference is perfectly understandable, Rick, i'm... well, very sorry to hear that, as shallow as that can sound :/
Yeah, Extremadura is a though one. Historically it was practically a military parade for the nationalists, so it felt right to make it hard for the player, that at the end can only slow down the enemy. The key to the scen in to block the enemys triple advance in key points (rivers and fortifications in the north and the south, and the sierra with the rough terrain in the middle) where the first marching columns can be stalled or even cut-off. I have tried more or less agressive tactics in this scene with good results. At the mid-late turns, though, the enemy pressure becomes unbearable and you will have to coordinately retreat to Talavera or you will be overrun at one of the three points. Also, there are some randomization of the attacking columns to add replay value to the scene, so some playthroughs can be a bit more difficult than others, i'm afraid :/asuser wrote: ↑Sat Jul 11, 2020 4:01 pm I fought like a man and survived the 3rd scenario …![]()
It was like a bloodbath, because the enemy came with multiple powers, artillery and tanks. Is it ok, that out of three possible goals only Talavera remains to defend? Surprisingly, at the end I achieved a minor victory!?
It is feasible, yesasuser wrote: ↑Sat Jul 11, 2020 4:01 pm A nice event was the appearance of the Legion Condor, thank goodness only with a single He51 ... and it was not flown by Adolf Galland!
Btw., is it in OOB possible, like in PanzerCorps, to define a elite unit (He51/Bf109) with named “Adolf Galand” with special characteristics and to set in a scenario?
Raf, I can not stress enough how good it feels that you, among anyone else, have had your fun with the Mod. After all the time you spent with my broken english and all the good work you put in the campaign, i find very rewarding that I have been able to give you back some of these good "vibes" in the shape of a bunch of fun hours. Yep, I'm a happy modder right nowrafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am Hello LN and all others... I finally played through the entire mod. This is such a great mod, and I thoroughly enjoyed it (with one big exception, see below) and I hope others do as well. THANK YOU THANK YOU THANK YOU for making a mod that is engaging, thorough, fun, challenging, and in a setting not covered extensively by other games past and present (albeit touched on in the Panzer General series, and now seen from the Nationalists side in Panzer Corps 2). I hope others get a chance to play through it and lend you a hand with scrubbing it for more technical issues that I am not good at.
De nada! Fue un placer a contribuir a este proyecto. Puro pasion por el juego! Y no te preocupes, tu ingles es casi perfecto. Unas cositas aqui y alla, pero muy pequenas y insignificantes. Escribes mejor que yo con mi "espanol roto," como decimos en ingles.
LNDavoust wrote: ↑Mon Jul 13, 2020 12:34 pmYour preference is perfectly understandable, Rick, i'm... well, very sorry to hear that, as shallow as that can sound :/
Unfortunately i don't have personal plans to create a campaign for the Nationalists in the short-term (in the long term who knows). Fortunately for you and many others (me included) there are plans by senior OoB modders here in the forums to begin the development of nationalist scenarios and probably a campaign. Also, i know some people are trying to transfer some scenarios from the recent PanzerCorps2 to OoB. If they succed, the possibility of playing the upcoming PzC2 Spanish Civil War nationalist campaign cannot be ruled out, I guess. Finally, Uzbek left us a link for a fanmade campaign for the old Panzer Corps 1, i think both sides (natio and republicans) are playable (this one https://www.slitherine.com/forum/viewto ... 40#p859415 ), i have no personally played the mod, but it seems worth a try.
thank you for the reply, besides only playing as the repubs it is a Wonderful mod,hard, fun, and challenging! thank you for your hard work!
It's a long time mod project for PanzerCorps from some members and good friends of the "Streitmacht" forum. The publishing thread you finde here:
Yeah, once the first campaign is finished one of the improvements i want to take a look is the difficulties. Probably fix all the 5 original difficulty levels will be too much work, but the mod will beneficiate from a couple of additional ones, i think, beside the 3-stars (medium) difficulty, which is currently the only i used for desining the scens. Fortunately there are designing tools in OoB to adapt some of these hit point objective you mention to each difficulty (I think). Nevertheless, it will require some work, and not of the fun kind :/rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am As a side-note, I played on the easiest setting (lieutenant) just to get through it since I was looking at translation and editing mistakes. As a consequence, I noticed that some of the primary or secondary objectives that require you to get a certain amount of hit points were not attainable since I easily steamrolled through some scenarios. I will go back and play through on a harder setting, but as a warning for those that are not full-on grognards and play on the lower settings, you may want to hold back on getting all objectives or totally destroying all enemy forces. This mod I think was designed to be played at the second or third difficult setting (captain or colonel). Needless to say, I had to use nukes to get a major victory a few times, had to use epiphany to get a couple of specialization points i missed out on, and officer on deck to get a few commanders that were tied to certain unmet objectives...
Making jokes in a language you dont master is probably as bad as trying to invade Rusia in winterrafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am Here are my suggestions for edits, issues, and thoughts, in the same chronological order as the scenarios in the mod. Most of them are very minor and do not affect game play:
Main Screen of the mod, where you and I are mentioned... I think the heading for you should be something akin to "Design and Mistake-making," rather than "Designing and Mistaking," which doesn't sound right in English, although I know exactly what you mean. Of course, it is also sounds kind of funny and tongue-in-cheek, and it follows the format for "Proofreading and Editing" with two words both ending in "-ing." It is obviously up to you if you want to change it, as the mastermind, however.
There were a bunch of imported saved games in the saved games folder, which perhaps should be deleted.
I though I had fixed the Son Severa thing, thanks.rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am The Disembark of Mallorca Scenario -
- Change the name of the scenario (where you hover over the map of Spain prior to starting the scenario and the name of the scenario pops up) to "Mallorca Disembarkation" or "Disembarkation in Mallorca," to sound correct in English.
- If you lose Son Severa after first capturing it, the primary objective check mark does not change, and you lose the scenario - unless the point is to not lose it after taking it, which should be clear in the instructions.
Extremadura Scenario -
- The second introductory briefing box - in the second paragraph, eliminate the word "for" that is found before the phrase "the Nationalist columns."
- The fifth introductory briefing box - in the first paragraph, there is an errant apostrophe after the word "Nationalist" that needs to be eliminated.
- For the secondary objective of "Retake Caceres" - in the description of the objective box, change "shaken" to "shake."
In the "Rear-guard Repression" pop-up message during game play - change the word "had" to "has"
- If you hold/retake Talavera, you still lose scenario for some reason (could be that some events did not happen because of the low difficulty setting).
- The Palma scene is completely fictional (together with Cadiz, they are the only two 100% what-ifs of the campaign). Besides, at that very early point of the war, i doubt the militias had any other plan after the landings in Majorca (which were disastrous in real life) apart from just advance over Palma (or more probably, each militia had a plan of its own :/). So i'm afraid the Alex thing is another mistake... Or maybe the name of a double agent just slipped from my computer. Yeah, let's go with the double agent storyrafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am
Palma Scenario -
- On the campaign map, the scenario is titled "Alex." I am curious if that was a historical name of the operation, and intentional, or a mistake?
- What is the point of the anarchist cargo truck? As a distraction? You don't get a reward for keeping it alive it seems. Maybe an oversight, or is it really just and extra unit?
- With the objective to blow the coastal battery. perhaps it should be clearer that you need to use the guerrilleros to blow the bridge next to the battery to disable it. I know the red arrow points there but making it more explicit this is the objective could help with confusion. Saying something like blowing the bridge that doubles as the electronics installation is what the player must do, or maybe just saying that destroying the bridge that leads to the battery will incapacitate the unit. It took me a few plays to realize that I did not have to destroy the battery with the guerrilleros, but blow the bridge with them instead to achieve the objective, after wondering why the arrow pointed there and re-reading the instructions a few times.
- After the scenario, the pins indicating that you achieved certain objectives that have repercussions in the future drop down on the map of Spain. Perhaps they should drop to the location where those objectives were met? I understand this is your full discretion, and the final decision is up to you to make. Might just be a personal preference of mine to see them drop where I met the objectives.
- Regarding the fighters in Bilbao, this time the objective works as it should, the problem is then with the description. I will fix it.rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am Bilbao Scenario -
- When fighters do damage to ground units, the counter for the secondary objective for "do x damage with fighters" does not go up. It is not clear from the instructions that you mean this to mean that it is only damage to aircraft that will count.
- One really has to pay attention which ports the ships are supposed to go to, particularly in the eastern sector. Lost multiple times since the ships would show up a few turns after the dialogue box pops up, and sometimes I took a day or two off between turns. Perhaps making it clearer when the ship actually shows up where they need to go.
- Yep, you are right, will do it.rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am
Malaga Scenario -
- Also perhaps indicate the arrival of the liaison officer in some way, like with a red arrow (if possible) - if the player does not hit the "next unit" button, they could be confused and miss the scout car with the officer inside.
- Don't you think that speaking of objectives instead of attainments could confuse the player, since the attainments in the context of this scene are no primary or a secundary objectives exactly? That is the reason i try to find an alternative word, although maybe attainment wasn't a good one. The other candidate i had was "achievement", but in my mind is too related actually to the gaming world, and that is not a relationship i want to make inside the game. The closest spanish work i can think of is "logro".rafdobrowolski wrote: ↑Mon Jul 13, 2020 3:57 am Air Raids Scenario -
- You speak of "attainments," in both the primary and secondary objectives, but I think what you mean is "objectives." Use that word instead.
This was by far my least favorite scenario in the whole mod. It was tough to figure out for me, and a bit too much of a puzzle for a casual gamer. There is just too much going on, and it is hard to convey from the instructions what one needs to do. It was hard to plan for as well. I could see some folks liking this one, but I found it frustrating, since it was such a diversion from the other scenarios in terms of how it played. I could see this scenario needing some more refinements to make it enjoyable for me. The idea is great, but I did not like this scenario that much as it currently stands, and I ended up skipping it after a few turns. The only scenario that I did not like in the entire mod.
This is seriously a fun mod and I am looking forward to it being entirely done! I just hope i can import my core force into the new version....
Wait, what? Terminator tranfered OoB scens to PzC1? I had no ideauzbek2012 wrote: ↑Tue Jul 14, 2020 8:53 pm Spain is still in the Soviet balance 1.3 sheet it will be interesting to see )
https://yadi.sk/d/9NkUgULMhtIurw
viewtopic.php?f=147&t=87738&start=20
Yes, I can …