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Re: Modern Conflicts 1.7 (RELEASED)

Posted: Tue Apr 05, 2022 6:07 pm
by Akkula
Hello guys,
I am announcing the first of a series of "immersion" submods for Modern Conflicts. Thanks to the massive help and contributions from Wurschtmaxe, now you will be able to play the mod with real life camos for most of the nations vehicles!
Here some screenshots of what you can expect in the short future:

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The "Camos Immersion" submod will be included in Update 1.8 and you will be able to activate or deactivate at your will :D
More announcements in the coming days.

Best regards,
Akkula.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Tue Apr 05, 2022 6:56 pm
by Estherr
H-O-L-Y cheese and crackers! Not like MdC units were boring before, but this can be absolutely stunning development! Can't wait to see whole range of shinies =)

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Tue Apr 05, 2022 7:17 pm
by Imeror
Camos are excellent ! Wurschtmaxe has done a very good work.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Thu Apr 07, 2022 12:32 pm
by terminator
HHT1 wrote: Sun Apr 03, 2022 10:38 am Seamlessly integrated into other official nonsense in G. Soon the whole alphabet will be banned.
Want an example? BH could be interpreted as a homage to blood and honour, HH for Heil H..., SH for Sieg Heil, AH for Adolf H... etc. This is not a joke....
In the city of Zwickau (registration letter Z on licence plates on cars) the licence plates must now be exchanged. (this is a joke on my part). The are crazy. The Germans.
I see it like the swastikas in some mods/games. When I play it for myself, everything is OK. Only borderline in multiplayer....
I think it's OK with the Z. V and O (as well as licence plates on Russian vehicles in the Ukraine war) are also not forbidden.
My "new" keyboard :

IMG_20220407_142719.jpg
IMG_20220407_142719.jpg (153.01 KiB) Viewed 3443 times

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Thu Apr 07, 2022 6:08 pm
by Akkula
Are you really that pathetic that you need to use my thread to spread your hatred to Russians?
Dude, move to twitter, there you have a festival for your enjoyment. Stay, you and your BS, away from my thread.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Thu Apr 07, 2022 7:24 pm
by Imeror
Seriously, no politic here... here we just want to play with virtual little soldiers, nothing more.
I also have strong opinion about what is happening, but it is not the place.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Thu Apr 07, 2022 10:49 pm
by Turtler
Here here. Like Imeror, have strong feelings about what is going on and to be honest have used the mod to vent them on occasion, but that is secondary, at least in this place. This is a safe space in which we set aside all our differences in he real world to become one community of gamers and modders, and we should respect that and particularly the work of people like Akkula who have given so much to us and this game.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Fri Apr 08, 2022 11:54 am
by MarechalJoffre
Hey Akkula, I have a few quick thoughts/feedback on Europe 2021 campaign that I just finished playing.

1- It is amazing! Great job, loads of fun. Thank you again for your hard work.
2- There was a tile in Hungary that looks like a bridge but doesn't function as one. Became a big bottleneck for my forces, maybe you could correct that.
3- I think the Russian player can achieve air superiority way too fast. S-400/S-300PMU systems are ridiculously powerful and Russian air units start with bonus experience that NATO forces do not have. Su-35s are also quite cheap in my opinion, and NATO doesn't have an answer for it. I think F-16/F-15 stats should be boosted, but maybe it is only my impression. Perhaps Patriots should get a boost as well? I doubt an S-400 is twice as more effective than a PAC-3 Patriot.
4- Similarly, late model T-72s are way too powerful. I am having trouble against them with SEP Abrams, which doesn't seem accurate but perhaps you may have balanced it out and it is working as intended. I don't know. Russian units starting with extra experience may also be a factor.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Fri Apr 08, 2022 1:58 pm
by Vano2004
You can get acquainted with Russian equipment here) Here , of course , sometimes they are overstretched , but in general it is correct !
https://tanks-encyclopedia.com/modern/russian-tanks.php
The effectiveness of a Patriot is a fairy tale and a soap bubble is easy to verify just by looking at the cities of Israel !
Russian aviation is not strong compared to the NATO horde, which is already in the air ) mod played for both sides ) Good luck and love to all , terminators and all sorts of cyborgs need to drink Haloperidol for a long time )
https://en.wikipedia.org/wiki/Haloperidol

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Fri Apr 08, 2022 3:26 pm
by kondi754
Post deleted by request of thread owner.
Reason: off-topic post.
Stay on-topic.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Fri Apr 08, 2022 4:11 pm
by Akkula
Turtler wrote: Thu Apr 07, 2022 10:49 pm Here here. Like Imeror, have strong feelings about what is going on and to be honest have used the mod to vent them on occasion, but that is secondary, at least in this place. This is a safe space in which we set aside all our differences in he real world to become one community of gamers and modders, and we should respect that and particularly the work of people like Akkula who have given so much to us and this game.
Thanks.
MarechalJoffre wrote: Fri Apr 08, 2022 11:54 am Hey Akkula, I have a few quick thoughts/feedback on Europe 2021 campaign that I just finished playing.

1- It is amazing! Great job, loads of fun. Thank you again for your hard work.
2- There was a tile in Hungary that looks like a bridge but doesn't function as one. Became a big bottleneck for my forces, maybe you could correct that.
3- I think the Russian player can achieve air superiority way too fast. S-400/S-300PMU systems are ridiculously powerful and Russian air units start with bonus experience that NATO forces do not have. Su-35s are also quite cheap in my opinion, and NATO doesn't have an answer for it. I think F-16/F-15 stats should be boosted, but maybe it is only my impression. Perhaps Patriots should get a boost as well? I doubt an S-400 is twice as more effective than a PAC-3 Patriot.
4- Similarly, late model T-72s are way too powerful. I am having trouble against them with SEP Abrams, which doesn't seem accurate but perhaps you may have balanced it out and it is working as intended. I don't know. Russian units starting with extra experience may also be a factor.
Hi MarechalJoffre,
Thanks a lot for your feedback and kind words. I am glad you are enjoying the mod :)
2- Fixed
3- Air war:
a. S-400 and S-300 systems are meant to be extremely powerful. They are the best air defense systems by far. Patriots are lagging behind... by far. NATO and Russian air defense doctrines are completely different: NATO relies on their massive fighters force and Russia on their powerful ballistic capabilities.
b. I will check the cost of the Su-27 family sure. But I think NATO has more than enough answers to the Su-35: F-22 and lots of F-35s.
c. I boosted the NATO air units starting experience, mainly the US/UK/France and Germany.
4- Well, we don't how accurate the mod is. Russian T-72s and Abrams never faced each other, and since 2003 until today we have witnessed how easy they can be destroyed by RPG and related weapons. But I take your point and I will recheck the tanks stats, also the starting experience of some Russian units (for sure it was intended as gameplay balance, but lets see what can we improve).

Best regards.
Akkula.
Vano2004 wrote: Fri Apr 08, 2022 1:58 pm Good luck and love to all , terminators and all sorts of cyborgs need to drink Haloperidol for a long time )
https://en.wikipedia.org/wiki/Haloperidol
kondi754 wrote: Fri Apr 08, 2022 3:26 pm I wonder what Russian soldiers in Ukraine are drinking ?

"Love to all..." ?
No thanks for such a way of love. :wink:
Could you all STOP ONCE AND FOR ALL??!

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Fri Apr 08, 2022 5:09 pm
by nikivdd
Guys, i would like to ask kindly to stay on-topic. Please respect the wishes of the author of this thread/mod who has invested much of his time to add hours of gameplay to this wonderful game.
Please keep it a-political, this forum is not the place for these type of discussion, nor hinting phrases and pictures. This is the first and final warning.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Fri Apr 08, 2022 10:47 pm
by Imeror
About the Europe 2021 scenario, I have also more feedback.

As I already said in another post : very fun. But I think that some things can be improved. Maybe I'm wrong, maybe other players have the same opinion, maybe I'm the only one, maybe I do awful suggestions,... Pick ideas if you find interesting, ot not, but I'll at least try to help with my opinions. My own modding skills are awfull, so I can't create a submod to experiment by myself :'(


I consider that the best moment of the scn is the beginning ; but as you advance, there is less challenge. If you have less challenge, you often loose interest.
- When you play as NATO, you face strong assault on every front. Baltic States, Belarus/Poland border (a little less), Ukraine and Georgia are under heavy attack turn 1. Only Finland is mostly safe (and of course around Serbia and Kaliningrad, that are besieged). For the 5 first turns, very hard battles to protect the borders. It is extremely interesting. Russia send many heavy tanks to break the lines and air forces are already here en force while NATO reinforcments are still far. So you suffer, but you can regroup troops quickly enough to begin strong counter-attack in few turns. When you have regrouped enough troops and well hold russians assaults, you can inflict severe casualties and advance toward russians objectives without much opposition. My NATO game was more or less that : Turns 1-5 : Very intense // Turn 6-7 : Stabilization of the front while trying to target russians best assets // Turn 8-10 : Heavy counter-attacks on nearly every front to break the lines (less quick in Ukraine, since reiforcments are further) // Turn 11+ : neverending advance towards objectives with few well protected area to clear (like Moscow). After turn 10, the game was less interesting. It was just advancing toward the 6 objectives while destroying the few russians units left in defense. Victory was already sure.
- When you play as Russia, you have already strong forces at the border and can use them to destroy your opponents one by one. The game is -according to me- more interesting for much more time. NATO defend deeper. But when you achieve to break the lines, you can keep stomping lines after lines with ease. You can destroy NATO armies one by one and, once again, victory is sure at this moment.

In short, when you break the lines and begin to advance, the game already feel over. Still fun, but less than the first 10 turns. It is, for me, a weak point of the scenario. The time limit of 60 turns is also too large to keep the player under pressure.
What I can imagine, to keep the game interesting, is to create events that give units and strategic opportunity to the loosing players (in other words, very often the AI), some chances to balance a game that could feel otherwise over too soon.


2 ideas :

- When one side take one major objective (Paris, London, Moscow, Saratov,...), the other side receive reinforcments on the edge of the map.
For Nato : "Undestanding that their allies are being defeated, the US send additionnal troops to help Europe". A naval group with strong ground army could arrive near the coast of France.
For Russia : "Russia urgently redeploy it's troops that were guarding it's asian borders to save the heart of the country". Strong army with many air units arriving in the easter area of the map. If you want to work more and add a little asian flavor to the mod : "Chinese government agreed to send "peacekeepers" in Russia to protect it's strategic partner against the NATO advance". I especially like the latter :)
I think it could not unbalance a human vs human game. Every side could have them. And more, it can add a "pseudo-diplomatic" feeling : a player could hesitate to capture Berlin if he knows that huge enemy reinforcment will land in France just 3 or 4 turns later. If he is unsure about his offensive, one good choice would be to wait to have excellent attack positions to be sure to invade every western capitals city in one move. The reverse would be also true with Russia. One good last attack to end the game, or you must face strong reinforcments that can push you back. Or if a player begin to be annoyed by the end-game, he can go for a lone capital city and thus launch new big battles.

- Adding Turkey :) But there would be 2 armies on the equipment file, one with Russia, the other with NATO. If one side capture X (not any idea of how many) number of objectives, the Turkish army of the other side spawn (and cancel the event that can create the other Turkish army).
Diplomaticaly, Turkey is in an interesting position : member of NATO but have some strategic interest with Russia. So you can justify your event description according to who is loosing : "Fearing to be encircled by russian troops, Turkey finnaly follow the alliance and mobilize it's soldiers to help NATO" ; or the opposite "Understanding that the fall of Russia could rebalance the whole politic in Eastern Europe, Turkey decide to help Russia ; aiming to achieve it's own objectives".
Adding Turkey could add many strategic threat. If playing a winning Nato, they face a strong navy that suddenly spawn in the Egean sea (with a first wave of marine infantry conveniantly ready to attack Greece), troops go helping Russia to protect Syria (for now, if NATO want Tartus and allocate enough ressources, they can take it with no problem), and can be the death sentence of Georgia (that usualy hold it's ground very well).
If playing a winning Russia, the fleet in the Black Sea is once again challenged, and it's defeat could mean that naval transports can debark heavy units in the rear of the russian lines : in Romania (if the russian advance was good) Ukraine or near Sochi. A whole new front can be oppened like that and disorganize the advance.
Considering that the Turkish army and navy are quite strong, they can be a very good threat to a winning player, that would be forced to adapt it's strategy to counter this new foe.
Obviously, as one side can gain a major advantage for loosing, it would not be ok for a balanced multiplayer game.



I hope this suggestions could help you to add more content to this specific scenario. After all, it is more or less the pinnacle of your mod, so if he could be as intense from the beginning to the end, it would be perfect in my eyes. I think it would be good ideas to resolve what I imagine be it's weak point.
What do you think about it ?




PS : thanks to the moderation for intervening

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Sat Apr 09, 2022 1:35 pm
by Akkula
Imeror wrote: Fri Apr 08, 2022 10:47 pm About the Europe 2021 scenario, I have also more feedback.
Most welcome :D
Imeror wrote: Fri Apr 08, 2022 10:47 pm I consider that the best moment of the scn is the beginning ; but as you advance, there is less challenge. If you have less challenge, you often loose interest.
I agree with you, once the main frontlines are broken, the attacker just need to push to the different VHs.
Because I tried to be as accurate as possible in terms of manpower and equipment quantities, I didn't relied on reinforcements spawning to make things more difficult/fun for the players.
Although I think I could try to experiment a little in that area, after all the mod does include a lot of "old" equipment for most of the nations: I could create a "call for reserves" triggers or similar.... actually there is already a similar event for the Russian side.
Imeror wrote: Fri Apr 08, 2022 10:47 pm In short, when you break the lines and begin to advance, the game already feel over. Still fun, but less than the first 10 turns. It is, for me, a weak point of the scenario. The time limit of 60 turns is also too large to keep the player under pressure.
What I can imagine, to keep the game interesting, is to create events that give units and strategic opportunity to the loosing players (in other words, very often the AI), some chances to balance a game that could feel otherwise over too soon.
Also agree. I think of:
- Reduce the turns down to 50, or even 45.
- Copy the Russian "reserves" trigger to some NATO nations like Germany, France and UK.
- Add more US units on "strategic areas" to increase the challenge for the Russian player. After all, the US expeditionary force gives me freedom to be "not too accurate" in terms of troops numbers.
Imeror wrote: Fri Apr 08, 2022 10:47 pm - When one side take one major objective (Paris, London, Moscow, Saratov,...), the other side receive reinforcments on the edge of the map.
For Nato : "Undestanding that their allies are being defeated, the US send additionnal troops to help Europe". A naval group with strong ground army could arrive near the coast of France.
For Russia : "Russia urgently redeploy it's troops that were guarding it's asian borders to save the heart of the country". Strong army with many air units arriving in the easter area of the map. If you want to work more and add a little asian flavor to the mod : "Chinese government agreed to send "peacekeepers" in Russia to protect it's strategic partner against the NATO advance". I especially like the latter :)
}
I love both ideas. Although I won't add Chinese help for the moment, just reserves from the Far East.
Imeror wrote: Fri Apr 08, 2022 10:47 pm - Adding Turkey :)
Turkey will definitely will enter the mod and the scenario, that's for sure. I just need free time to work on all those units, it will be demanding that's for sure.
About the chance to have Turkey aligned to NATO or Russia, yes, I think we discussed that one in this thread, last year. I like your suggestions and they would definitely spice up the scenario. And if we consider that I will add Armenia and Azerbaijan.... then the opportunities are endless 8)
Imeror wrote: Fri Apr 08, 2022 10:47 pm Considering that the Turkish army and navy are quite strong, they can be a very good threat to a winning player, that would be forced to adapt it's strategy to counter this new foe.
Obviously, as one side can gain a major advantage for loosing, it would not be ok for a balanced multiplayer game.
Exactly, Turkey is a major NATO power. I have to be extremely careful not to disrupt the balance of the scenario, both in single and multiplayer games as you correctly stated. (is there anybody playing this scenario on multiplayer :?: :?: )
Imeror wrote: Fri Apr 08, 2022 10:47 pm I hope this suggestions could help you to add more content to this specific scenario. After all, it is more or less the pinnacle of your mod, so if he could be as intense from the beginning to the end, it would be perfect in my eyes. I think it would be good ideas to resolve what I imagine be it's weak point.
What do you think about it ?
I think that you are right and your ideas are fantastic and most welcomed. For sure I will take them in consideration to improve the scenario, I hope I can add some of them at least for Update 1.8

Many thanks for your ideas and help,
Best regards,

Akkula.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Sat Apr 09, 2022 7:12 pm
by MarechalJoffre
Hey Akkula, quick heads up. Having started the Syrian campaign after Europe 2021 (can't get enough of the mod!), I am having trouble making it past the Idlib 2015 scenario. The convoy that I am supposed to escort to Kabani does not trigger any event and the scenario ends in failure. Tried it two times so far. Screenshot here: https://i.imgur.com/we0itFG.jpg

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Sat Apr 09, 2022 11:20 pm
by Akkula
MarechalJoffre wrote: Sat Apr 09, 2022 7:12 pm Hey Akkula, quick heads up. Having started the Syrian campaign after Europe 2021 (can't get enough of the mod!), I am having trouble making it past the Idlib 2015 scenario. The convoy that I am supposed to escort to Kabani does not trigger any event and the scenario ends in failure. Tried it two times so far. Screenshot here: https://i.imgur.com/we0itFG.jpg
Hi MarechalJoffre.
That's an old glitch I thought I fixed in 1.7. Unfortunately I must messed the files and in the end, it never made it.
In 1.8 it will be fixed for good. For now I suggest you to use the cheat code to "win" the mission so you can continue your progress.
best regards,
Akkula,.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Mon Apr 11, 2022 7:54 pm
by Кэп
Akkula wrote: Thu Apr 07, 2022 6:08 pm Are you really that pathetic that you need to use my thread to spread your hatred to Russians?
Dude, move to twitter, there you have a festival for your enjoyment. Stay, you and your BS, away from my thread.
100%

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Mon Apr 11, 2022 8:57 pm
by Akkula
Hello everybody,
Some new toys for the Russian forces, the KamAZ Typhoon, the 2S23 Nona and a few variants of already existing artillery units:
Image

Also, new units for the Ukrainian roster. Their T-72 series and famous Bayraktar TB2:
Image

Time to boost the air defenses of NATO and allies, the NASAMS system has arrived to MdC:
Image

And more fantastic art camos from Wurschtmaxe. This time he got the idea to create a Ukrainian camo set based on the 2014-2016 battles on the Donbass:
Image

Image

Best regards,
Akkula.

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Tue Apr 12, 2022 12:23 pm
by Estherr
Akkula wrote: Mon Apr 11, 2022 8:57 pm Hello everybody,
Some new toys for the Russian forces, the KamAZ Typhoon, the 2S23 Nona and a few variants of already existing artillery units:
2S3 is more like Akatsiya rather than Nona =) Wonder stat difference compared to "classic" 2S3 we used to have.

And camos are really fascinating. Anything on cosmetic front planned for Syria btw? It's dusty theater and all, but that orange Mi-25 definitely looking for some bright folks to hangout with =)

Re: Modern Conflicts 1.7 (RELEASED)

Posted: Tue Apr 12, 2022 2:00 pm
by Vano2004
Innovations and camouflage class ) But the balance is lame
https://gunmagazine.com.ua/index.php?id=407