Not that I know of... but McGuba has something like this to Malta, i.e. to a fixed hex location but not flexible ships to flexible hexes (i.e. other ships anywhere).
In this mod, when a supply ship reaches Malta, more planes are being triggered...
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Not that I know of... but McGuba has something like this to Malta, i.e. to a fixed hex location but not flexible ships to flexible hexes (i.e. other ships anywhere).
hello PeteMitchell,thanks for the information happy SundayPeteMitchell wrote: ↑Sat Jan 23, 2021 2:51 pmNot that I know of... but McGuba has something like this to Malta, i.e. to a fixed hex location but not flexible ships to flexible hexes (i.e. other ships anywhere).
In this mod, when a supply ship reaches Malta, more planes are being triggered...
Thanks Mac and Pete for your detailed answers...McGuba wrote: ↑Sat Jan 23, 2021 7:32 amYes, most of these are already in for some time: 100 prestige points penalty for Allied bombing of each of the German cities in a turn up to a maximum of 300 (also if the Soviets manage to bomb Berlin in 1941 as in reality), "night" fighters for both Axis and Allies, etc. Railway gun is considered to be a part of the Karl siege gun. This unit is supposed to contain all the heavy siege artillery of which there were several different calibers ranging from 15 to 42-48 cm. At this unit scale it would not make a lot of sense to have a different unit for each of them because there were too few of these in reality. In this mod a full strength towed artillery unit represents 1,000 actual guns. There were much less siege guns so even the Karl unit is understrength and cannot be fully replenished. Thanks anyway, much appreciated!guille1434 wrote: ↑Sat Jan 23, 2021 1:04 am I had some ideas about how to (possibly?) improve or at least make more fun your already very perfected mod, and I would like to know your thoughts about them...
Maybe it is time for you to finally try the mod and see those nice unit icons in action that you made for it?![]()
In the in-game Library I wrote a section about the unit scale of the mod. Ground units do not represent fixed units like divisions or corps as I am fully aware that these comprised several different weapon types. If it was like there would only be two unit types at this scale: a generic infantry and a tank unit to represent the infantry coprs and armoured divisions. But it would not be too much fun to only move two types of units and it would be very far from the traditional Panzer General spirit in which many unit classes and unit types are present. And if there was only two types of units it would also deprive talented icon makers like you of their favourite hobby of contributing new unit icons, wouldn'it?guille1434 wrote: ↑Sun Jan 24, 2021 4:37 pm About the 1000 actual units for one in-game unit rule, I think it is a good measure to balance the things out... And it is not that I pretent to rienvent the wheel here, as the mod, as we all can read here is one of the most realistic and well balanced in the PzCorps "universe". But anyway here are some thoughts:
The Bf 110G is present in the mod. In real life it had both night fighter and daytime bomber destoryer subtypes but for simplicity these are not seen seperately in the mod. Moreso that on some occasions night fighters were used against daytime bombers and of course also because in the game there are no day and night turns. And anyway one turn in the mod represents two weeks of fighting. So when a "night" fighter like a Bf 110G or Ju 88G attacks a British heavy bomber in a turn it represents an air battle at one night (or maybe several nights) during the two week period and if another Bf 110G attacks a US heavy bomber in the same turn it represents another daylight air battle at some point during the two week period of the same turn. I hope it makes sense.guille1434 wrote: ↑Sun Jan 24, 2021 4:37 pm I just could pinpoint the Ju-88 night fighter unit... Aren´t there some N.F. Bf-110 out there?
Actually it works, and yes, and it is exactly like that in the mod. A 10.5 cm or 15 cm field gun unit (which represents a concentration of 1,000 such field guns) is most likely ineffective against a heavy fortress like Sevastopol or Kronstadt. At best it will only cause a little suppression and it will only reduce the strength of the fortress if it gets a very lucky dice roll, which is uncommon. However, the understrength Karl unit, which represents a few dozen heavy siege guns at best, will destroy one strength point of that heavy fortress in almost every attack. Which does not seem too much but still better than the zero damage caused by the normal field guns. And thus the siege of such a strong fortress will usually last for several turns i.e. several weeks or months as it happened in real life.For some specific type units this "fixed number scale" don´t work accurately, some examples: it is not the same, in terms of firepower (and also resources needed to manufacture such heavy guns): one thousand field howitzers than 1000 railroad guns and siege artillery pieces. In their own specialized roles, a relatively low number of very heavy pieces can achieve what it would not be possible with a thousand lighter guns. As an example, I don´t think it would have been possible to cause the same damage to the heavy Soviet fortifications around Sebastopol using a thousand light or heavy field guns/howitzers, that it could be done using the 80 cm Dora and some other various siege guns, which totalled much less than one tousand individual pieces.
Yes, there are significant limits for most of these, except for the Panther. The main limit is their price, but the rarest units like the Elefant cannot be purchased at all. Also, only one Tiger unit is added for free late in 1942 and for a while it is not possible to purchase more. Even when it is, it is very expensive, I mean it costs several times more than a StuG or Pz.IV so it does not really worth to purchase it although the possibility is there. In reality there were never really more than 300-350 operational Tiger Is available at any given point in WW2 due to constant losses, but even this peak strength was not maintained for long and the average was only around 200 for the majority of the war. Hence there is only one Tiger I unit in the mod unless the player decides to purchase another one for a very high price.Also, if we adhere to this rule, there should be very low limits to the number of other very relevant (but manufactured in relatively very low numbers) German heavy units:
- Tiger I: 1350 built (1 or, if rounding up, 2 units max. allowed)
- Jagdpanther: less than 400 built.
- King Tiger: Aprox. 500 built.
- Panther (all variants): Just 6000 units built...
At the higher difficulty versions of the mod ground units lose 2 fuel points in each turn until at least two oilfields are captured and reparied (which again takes time so it is not enough to just capture them). Also the maximum fuel (range) of the bigger warships is severly limited i.e. in practice these can only be used close to their home ports and cannot reach the open seas.low fuel availability which cause experience loss for air (and land also?) units
No problem at all, I am aware that this system is not perfect but I tried to make the best out of the game engine and to make it consistent.Agian, please, don´t take me as a "party crasher" who came in to try to change everything or reinvent the wheel here, I am just giving some though fodder for the reasons about why not in all cases the "1000 units" rule works so correctly.
Yes, for sure, if somebody wants to modify certain aspects of the mod for his own use it is of course possible but it may affect the overall balance of the mod. So if you add an extra railway gun unit you should remove 1-2 other normal guns unless your aim is to make the mod a little easier for you.And best of all, and this is one of the things that make me love so much this game: I can pretend that I am a VERY wealthy general in a high command position and I can arrange a "private purchase" with the Krupp firm and take with me to the front those beautiful 28cm K5(e) guns that I want so much!!I just have to add some characters in the correct cells of the equipment table, and it´s done!
I think you just need to be above the London city hexes. Problem is if there is a RAF plane that you don't see.faos333 wrote: ↑Wed Jan 27, 2021 7:31 pm Noob Questions:
How you use the rockets V1 to get 100 prestige?
Do you just fly them over any London hex at the end of the turn?
Which hexes are considered as London area?
Do you fly over them or try to hit with them?
From Tiger I to Tiger II and how much it costs for upgrade? Is it worth it?
thanks
PeteMitchell wrote: ↑Wed Jan 27, 2021 7:40 pmI think you just need to be above the London city hexes. Problem is if there is a RAF plane that you don't see.faos333 wrote: ↑Wed Jan 27, 2021 7:31 pm Noob Questions:
How you use the rockets V1 to get 100 prestige?
Do you just fly them over any London hex at the end of the turn?
Which hexes are considered as London area?
Do you fly over them or try to hit with them?
From Tiger I to Tiger II and how much it costs for upgrade? Is it worth it?
thanks
I didn't even know that there is a Tiger II upgrade... I doubt it is worth it. I prefer more units even if weaker. Also I think fighters are more relevant. Same with StuGs (in total better kill to cost ratio IMHO).
It is mainly setup for you to play the Axis and the AI to play the Allied/Soviet side.
UHU would be the man to play. I am willing to play him as the allies with him as the Axis. I will try to fit it in once every week, or every other week. At least I will tryPeteMitchell wrote: ↑Thu Jan 28, 2021 5:03 pmIt is mainly setup for you to play the Axis and the AI to play the Allied/Soviet side.
However, I had tried playing it from the Allied/Soviet side:
viewtopic.php?t=88098
My suggestion from this attempt is to give the AI the highest possible amount of prestige and strengths points (e.g. Manstein level) so it has some chance as the Axis... However, it misses the scripts in certain areas to do what is needed... so it only works to some extent...
Other than that, there is BE multiplayer of course. Uhu would probably play with you!![]()
goose_2 wrote: ↑Thu Jan 28, 2021 5:33 pmUHU would be the man to play. I am willing to play him as the allies with him as the Axis. I will try to fit it in once every week, or every other week. At least I will tryPeteMitchell wrote: ↑Thu Jan 28, 2021 5:03 pmIt is mainly setup for you to play the Axis and the AI to play the Allied/Soviet side.
However, I had tried playing it from the Allied/Soviet side:
viewtopic.php?t=88098
My suggestion from this attempt is to give the AI the highest possible amount of prestige and strengths points (e.g. Manstein level) so it has some chance as the Axis... However, it misses the scripts in certain areas to do what is needed... so it only works to some extent...
Other than that, there is BE multiplayer of course. Uhu would probably play with you!![]()
It is coming but unfortunately I cannot tell when because I don't know. It will be ready when it is ready. It will bring some important changes and improvements, including map changes but sorry no extension to the north is planned. I plan to show some of the changes here soon.PeteMitchell wrote: ↑Thu Jan 28, 2021 5:52 pm @McGuba: when is the new version coming and what is it all about?