[MOD] Roma Victor! 2 - DLC 3 (23/12/13)

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nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 1 (05/10/13)

Post by nikivdd »

Capturable unit for DLC 1 = Char B1
Capturable unit for DLC 2 = Matilda II

Image
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asuser
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Re: [MOD] Roma Victor! 2 - DLC 1 (05/10/13)

Post by asuser »

Hello nikivdd,

i updated to 1.20 and now RV1 is running! Happy about it and thank you for your help. :D


Additional three questions:

1.Is there anything to do if i finish the RV1 and then go to RV2 especially with my highly trained and decorated core units?

2.You know, i'm a fan of updating or pimping the vanilla units to a more realistic or interesting look. With your mod it's difficult to find something because all of the units look very good. But one unit could get some refreshment: The paratrooper unit has in reality a special helmet, boots, magazine vest, the famous Beretta 38 rifle and more or less a paratrooper camo dress. Shouldn't we update this?

3.I see now, the troops have also to go to Crete, together with 10.000 German paras and the same amount of mountain troops. What do you plan as the latest scenario battle? I ask because i plan to use the new strengthened Italian troops in my Sealion campaign (1945, made a big England map by my own skills, in work process: 11 scenarios/4 finished). It could be cool to get a connection between the RV and the England theme.

Greetings!
nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 1 (05/10/13)

Post by nikivdd »

asuser wrote:Hello nikivdd,

i updated to 1.20 and now RV1 is running! Happy about it and thank you for your help. :D


Additional three questions:

1.Is there anything to do if i finish the RV1 and then go to RV2 especially with my highly trained and decorated core units?

2.You know, i'm a fan of updating or pimping the vanilla units to a more realistic or interesting look. With your mod it's difficult to find something because all of the units look very good. But one unit could get some refreshment: The paratrooper unit has in reality a special helmet, boots, magazine vest, the famous Beretta 38 rifle and more or less a paratrooper camo dress. Shouldn't we update this?

3.I see now, the troops have also to go to Crete, together with 10.000 German paras and the same amount of mountain troops. What do you plan as the latest scenario battle? I ask because i plan to use the new strengthened Italian troops in my Sealion campaign (1945, made a big England map by my own skills, in work process: 11 scenarios/4 finished). It could be cool to get a connection between the RV and the England theme.

Greetings!
Hello Asuser,

RV 1 is a finished mod. Here the focus lays in Africa.
I didn't want to rechew RV 1 so i decided that RV 2's focus should lay in Eastern Europe, hence the 6 scenarios in Greece (DLC 2). The core from DLC 1 - in my opinion not difficult and a good basis for getting heroes - will continu nicely in DLC 2. I started collecting ideas for the scenarios for DLC 3 :twisted:

The paratrooper and bridge engineer (they have no time to hold a flag actually) could be better, so any help would be greatly appreciated. I am not the graphical man, i barely managed to create a few capturable units with the sprayshop and then paint a white cross with paint.net :lol:

The main role for RV are the Italians. So in this version of Crete, the Italians have to do the job and i had a little sweat about it this morning while testing.
The italian core after DLC X (don't know which DLC number it will be in 1944 yet :shock: ) could be easily imported into your project. The final battle, i don't know yet for sure, i suppose it might be a battle against the Germans in 1944 in northern Italy.
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asuser
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Re: [MOD] Roma Victor! 2 - DLC 1 (05/10/13)

Post by asuser »

...Ok let's see how develop the battles next time...

Btw. I tested also the RV2 and it's worked fine with 1.20! Now i can play the whole campaign with a clear conscience from the first to the last... :D

The update of infantry units is the most difficult thing for me (I don't think to reach the artist level of grandmaster bebro) and in the meantime of battle breaks i want try to make a update of the paras and eventually the bridge engineers.

Before that a new idea comes around, please check the Guille thread.

Greetings!
guille1434
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Re: [MOD] Roma Victor! 2 - DLC 1 (05/10/13)

Post by guille1434 »

A very nice idea to make specific icons for Italian Paratroopers and bridge engineers..! If I can help, just drop me a line and I will be very happy to collaborate! :-)
nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 1 (05/10/13)

Post by nikivdd »

guille1434 wrote:A very nice idea to make specific icons for Italian Paratroopers and bridge engineers..! If I can help, just drop me a line and I will be very happy to collaborate! :-)
I just did ;)
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nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 1 (05/10/13)

Post by nikivdd »

Roma Victor! 2 - DLC 2 is going to be released this week! I only have a few things left to polish.

Announced: Roma Victor! 2 - DLC 3 In my search for possible scenarios, i already made 5 out of 6 maps (unscripted) for the next installment. Your core is going to fight and sweat in Russia.
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nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by nikivdd »

Generali, Greece awaits!

Roma Victor! 2 - DLC 2 English for Panzer Corps v1.21
http://www.sendspace.com/file/brhcgt

- Requirements: DLC 1 saved core, Panzer Corps v1.21, GME part (together with DLC 1)

1) Kalamas
2) Korce
3) Spring offensive
4) Metaxas Line
5) Thermopylae
6) Crete
Core is saved after the last scenario

DLC 2 is to be extracted in your /mygames/panzer corps/mod folder

A version in German will appear as soon as it is done.
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asuser
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by asuser »

Hello nikivdd,

you are so fast with the updates, my troops can't follow :) .

If you like it, you can check the Guille thread (pages 34, 35) for eventually new Italian units. Feedback welcome.

Greetings!
nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by nikivdd »

Roma Victor! 2 continues at the Eastern Front! Import your RV 2 - DLC 2 core and 6 scenarios await

Preview RV 2 - DLC 3 - Scenario 1: Kominternivske

Image

Image

Can you teach Stalin's boys a lesson? :twisted:
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asuser
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by asuser »

Oh my god, Russia! Nikivdd, we need definitely more support equipment for the next battles. Especially winter dresses and new paratroopers. So check out the Pimp thread in the next days please. Hopefully it's not too late for you.
And if you plan to attack in the area of the Black Sea please don't forget to use the new Italian Special Forces Decima MAS (frogman, manned torpedo). If you do so, please give me a call and Guille and me make the final touch to a playable icon.

Greetings!
guille1434
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by guille1434 »

Hi Asuser! About Italian paratroopers I was searching the internet for images and founs some good images (I think for a late war uniform and gear...) Have you started to work on the icon(s)? If not tell me if you want me to make the initial work or if you are taking care of it, I can send you those images that can be useful to you!
Please, let's coordinate the support initiative to this mod! :-)

Also, maybe its time to start my project of the Cannone da 90/53 mounted on the Lancia 3Ro Heavy truck, to give the italian troops in russia something to fight the soviet tough tanks... :-)

Nikivdd: Thanks a million times for your dedication to all this wonderful mod stuff!!! You are great!
asuser
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by asuser »

Hi Guille,

yes, the paratrooper update is running. I think I need 2...3 days for the final design. I'm working on two versions for a light and a heavy attack unit ... so stay tuned ...

Greetings!
asuser
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by asuser »

Hello Nikivdd,

after display the variants of the new Italian paratroopers in the pimp thread i try to find the best versions for the light and the heavy attack units. Finally i want to make this together with Guille. Do you want to built in the new icons then into the next RV Scenarios?

This week i want to make the first layouts for the new bridge engineers. Some ideas are visible...it's not finished yet.

Shouldn't we use also a tasty startscreen picture for the mod like that new one for the Italian mod picture from rezaf (eventually that picture with a golden script over with "Roma Victor...The Italien Forces rises over Europe" or so? If you and rezaf agree i could make also a first version?

Greetings!
Last edited by asuser on Thu Oct 24, 2013 10:07 am, edited 1 time in total.
timek28
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by timek28 »

Hi Nikki :)

I'm getting deep into RV1 campaign, and I must say it is just as awesome as GTPG mod! You really have a knack for creating scenarios and mods, and props for that.

What I like is the completely different feel then one of playing with Germans. Italian tanks are weak and you can feel that weakness on the front! On the other hand new bombers give the edge against British tanks as well as captured equipment. I cannot emphasize the special feeling captured equipment usage gives to player! With Italians it is mandatory as their own equipment is mostly mediocre...

Now I'm at El Alamain which I fear will be a tough battle. I still don't know what to do with my tanks. Soviet tanks are too expensive without a doubt so I didn't buy any but maybe I should have... So basically I'm left with Italian tanks and one French Char tank... I will have to overpower them in air fast and then pray that M26/40 comes fast...

One more question at the end - what is the difference between RV1 and RV2? You mention all the DLCs, parts etc. so that gets me a bit confused...

Thanks for entertainment you provide to us, you should get job at Slitherine! :)
nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by nikivdd »

asuser wrote:Hello Nikivdd,

after display the variants of the new Italian paratroopers in the pimp thread i try to find the best versions for the light and the heavy attack units. Finally i want to make this together with Guille. Do you want to built in the new icons then into the next RV Scenarios?

This week i want to make the first layouts for the new bridge engineers. Some ideas are visible...it's not finished yet.

Shouldn't we use also a tasty startscreen picture for the mod like that new one for the Italian mod picture from rezaf (eventually that picture with a golden script over with "Roma Victor...The Italien Forces rises over Europe" or so? If you and rezaf agree i could make also a first version?

Greetings!
The new custom units will be built in as soon as they are available for download. The GME part will reveive an update anyway, because the sound is lacking for several of the (Allied) units. The GME update will be compatible with the savegames.
Thanks for the offer but RV does not require a special startscreen. I prefer to keep things simple in the matter and stick to the vanilla startscreen and comfort of the icons to start a mod.
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nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by nikivdd »

timek28 wrote:Hi Nikki :)

I'm getting deep into RV1 campaign, and I must say it is just as awesome as GTPG mod! You really have a knack for creating scenarios and mods, and props for that.

What I like is the completely different feel then one of playing with Germans. Italian tanks are weak and you can feel that weakness on the front! On the other hand new bombers give the edge against British tanks as well as captured equipment. I cannot emphasize the special feeling captured equipment usage gives to player! With Italians it is mandatory as their own equipment is mostly mediocre...

Now I'm at El Alamain which I fear will be a tough battle. I still don't know what to do with my tanks. Soviet tanks are too expensive without a doubt so I didn't buy any but maybe I should have... So basically I'm left with Italian tanks and one French Char tank... I will have to overpower them in air fast and then pray that M26/40 comes fast...

One more question at the end - what is the difference between RV1 and RV2? You mention all the DLCs, parts etc. so that gets me a bit confused...

Thanks for entertainment you provide to us, you should get job at Slitherine! :)
RV 1 is a finished project. Here the focus lays on (speculative) Africa scenarios.
RV 2 is a work in progress. To shorten the wait i first release them as DLC's. The version in one download and one single campaign tree will be available after the release of the final DLC. In RV2 the focus lays in DLC 2 - Albania/Greece (6 scenarios) and DLC 3 - the USSR (Ukraine/Don basin). DLC 4, undecided sofar, will be the final DLC for RV 2. Each DLC grants a specific Italian unit with a hero and contains one piece of capturable equipment which joins your core (DLC 1: Char1B, DLC 2: Matilda II, DLC 3: definitely something Soviet).

The GME part will be updated as several sounds for Allied/Axis units are lacking, and the to-be-released Asuser/Guille units. I might add a new piece of capturable equipment (KV-1) or i might just stick to the T-34's from RV1.
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timek28
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by timek28 »

Thanks for info :) I like this campaign a lot :) There is no "ultimate" strategy like heavy tank rushes with Germans, as there is no overpowering Italian units... Maybe some tank strategy tip would be nice? I now think that buying Soviet tanks is almost a need, since I don't know when last Italian heavy tank will be available (late 43?), not to mention Panther D, and I have to survive until then. I would like to buy some T34s but they are so expensive that only one per scenario could be bought without compromising other replacements.

One question though - is it possible to upgrade T34s? That is from 40 to 41, or god forbid to 43? :) I think I read that this is impossible and that in briefing you stated that buying T34s is not advised. However I believe I would save a lot of prestige this way on unnecessary replacements.. And is mod created for 1.14? I started playing under 1.21 (I get 2000 PP for DV at most) and as you mention sounds of units are not really consistent all the time (some are missing at some times). Also some units that have regular 3D rendering on right click info panel now look odd, with several 2D models overlaying right side of info panel in a strange way... Not a big problem though :)
timek28
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by timek28 »

Don't mind the question above... I managed to pass scenarios with weak Italian tanks anyways :) It's not that hard as siege of Tobruk was a turning point for me...

On the other hand I found Italian switchable artillery to be extremely good. I haven't used Italians in AK almost at all so I didn't even know that their SP AR was switchable as German STUGs! However the very very nice M42 da 149 fires very awkwardly animated when switched to AT mode... Is this due the mod equipment file or not?
nikivdd
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Re: [MOD] Roma Victor! 2 - DLC 2 (16/10/13)

Post by nikivdd »

timek28 wrote:Don't mind the question above... I managed to pass scenarios with weak Italian tanks anyways :) It's not that hard as siege of Tobruk was a turning point for me...

On the other hand I found Italian switchable artillery to be extremely good. I haven't used Italians in AK almost at all so I didn't even know that their SP AR was switchable as German STUGs! However the very very nice M42 da 149 fires very awkwardly animated when switched to AT mode... Is this due the mod equipment file or not?
It is the efx file. The values i took is from some similar unit, but does not necessarily reproduce the same animation smoothness as with the unit i took it from.
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