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Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 2:05 pm
by VPaulus
I'm having a "quiet" day at the helpdesk... So I think it will be ready today. I've already added the Soviet and the French.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 5:27 pm
by VPaulus
You've a PM, bebro.

Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 6:29 pm
by RobertCL
Hi Bebro,
At Dimapur I find 5 VHs, not 6. I mean NOT counting those the player has at the beginning of the scenario of course.
I checked twice. This is an attacking scenario.
At Dimapur there are overall 6 VHs, one owned by the player at the start
OK then.
Usually we only count VHs I have to capture in an attacking scenario (this is the way it works for PG2, PeG, ...).
Since you use the same logic everywhere it's fine.
Guam
DV but here again is it correct ? Not under your text intro file...
Messages say controlling 10 VHs is needed for a DV and 6 for a MV.
I controlled all VHs but 2.
I controlled 6 VHs, in game there are only 8 VHs (all owned by the player right from the beginning / this is a defensive scenario).
I think text briefings should be updated and in line with reality/existing VHs on the maps.
Same excellent map as the one of of USMC campaign!
US troops are in bottlenecks, the idea is "just" to prevent them from expanding...
BTW: I hope your sound fix takes into account my note about absence of sounds for Mosquito in Kohima.
Leyte
Ongoing scenario.
The text file let appears there could be a choice: either own landings or suicide units against ground units of USA attempting to land.
You should avoid mention of choice when there is not any --> this is misleading.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 6:49 pm
by VPaulus
I've sent an addendum to bebro with the mosquito sound.
Thanks.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 7:05 pm
by bebro
The patch is availabe
Since the first release was v0.8, the update is v1.0
Changes
- corrected victory conditions for Lake Khasan
- corrected pzloc files for Lake Khasan, Dimapur scenarios to display correct victory conditions
- revealed hidden airfields in Kampar, Muar scenarios
- increased bicycle infantry road move to 5
- reduced heavy coastal artillery in Singapore to firing range 5
- changed captured air unit in Luzon 1941 to aux, triggering a prestige bonus
- added reminder about terrain restrictions for Kokoda
- fixed some spelling errors in briefings
- fixed campaign path errors in the library
- added missing sounds for various units, kudos to VPaulus
- includes anim offset fixes provided by McGuba
DL Gamefront:
Update
v1.0 Scenario files:
http://www.gamefront.com/files/22754457 ... mpaign.zip (ca. 250 kb)
v1.0 GME files: temporarily offline (ca. 6 MB)
DL Sendspace:
Update
v1.0 Scenario files:
http://www.sendspace.com/file/ria9uz (ca. 250 kb)
v1.0 GME files: temporarily offline (ca. 6 MB)
Installation:
Update Note: Assuming you installed the first full version, you only need the small updates above, of course both for scenario and GME files, regardless of mirror you want to use.
In case people want a
full new installation please go to the first post, and dl and install the main mod's GME files of v0.8 first (the large 190Mb package), then apply the updates.
If you are in the midst of a campaign, please save your current scenario. Then leave the game, deactivate the mod in GME and apply the update. Afterwards you can reactivate it and should be able to continue the campaign with that save. Be aware though that certain changes will only come into effect at the start of the next scenario.
Add the GME v1.0 update into the same folder to overwrite outdated files.
The
scenario files belong into your ../My Games folder under Panzer Corps/mods/
The updated v1.0 scenario files are meant as complete replacement for those of v0.8, which can be completely overwritten.
Unfortunately the installation gets probably even more confusing now. I still intend to write that full guide McGuba suggested, but need more time for it. I plan for another patch for later scenarios anyway...
If anything is unclear, please ask...
Credits: Thanks to McGuba for efx offsets, and VPaulus for the quick sound help. And of course to anyone who added feedback
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 7:07 pm
by bebro
Thanks VPaulus and Robert
Robert, I have to check your recent info re Guam etc., need a tad more time before I can answer that. So I'll get back to this tommorrow

Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 8:32 pm
by RobertCL
Leyte
Problem: 6 VHs must be kept to have a MV (control 10 VHs for a DV, this is correct there are well 10 VHs).
I finished the scenario with 6 VHs under my control and I am kicked out with a loss...
Maybe you wanted the player to keep all his VHs he owned at the beginning of the scenario (this means 7 VHs)
Please correct this (either the scenario or the message).
Sound issues: P38J had no mvt sound + Type 3 Honi III (Japanese arty unit).
BTW Type 3 arty unit cannot be transformed into AT unit (normal knowing that Type 1 and Type 2 allow that ?)
I was forced to cheat to move to Luzon... (or I was not able to capture 7 VHs even if the briefing mentions 6...).
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 10:10 pm
by VPaulus
Is there a P38J? I've tested a P-38 and I've heard the movement sound. The same with type 3 Honi III, I've heard the movement sound also.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 10:56 pm
by RobertCL
Strange Von Paulus because I had no mvt sound for those units. Sometimes sound dissapears, maybe P38 is OK after all but the arty had no sound, I have seen this all the time during the scenario.
I am not using the latest modifications of today...
I have only 2 scenarios to playtest and I hope to finish this next WE.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Sun Dec 16, 2012 11:32 pm
by VPaulus
I've just notice, Robert, that the sound part of the patch is not correct. I think that I might have induced bebro to error, and he only used the last lines of the efx file. I had corrected more sounds besides the last lines.
That's easy to fix. What's not easy to correct are the animations. This will take time. I don't have much free time lately to play or mod anything. But when I was testing today the sounds... Oh mamma mia... the offset animation values of many units are completely messed. I'll try to fix that as quick as I can.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 6:24 am
by bebro
I'm sorry for the probs. I have taken the GME update out of the DL links temporarily until it got fixed. The update for the scenario files is still available as these files are not affected by sound/anim issues.
Edit: VPaulus, I still have the orginal efx you sent me yesterday. Yes, I copied lines over to the file I had in my installation. If it helps, I can just go back to the unedited you provided. Though I want to check some things before...
Robert, the Leyte victory conditions will be fixed, it's the 7 starting Vhs for MV indeed.
At the moment I'm not sure about the P38, it should not have been affected by the patch, and I remember it having sound from tests too. Will check of course.
A for SP arty - there is a short barreled HoRo which is not switchable by design. All three HoNi versions should work with the AT switch.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 9:08 am
by RobertCL
Hi Bebro,
A for SP arty - there is a short barreled HoRo which is not switchable by design. All three HoNi versions should work with the AT switch
So it should be corrected too! Third Honi type has no AT switch.
Luzon
Ongoing scenario
Strange: this time I got sound from the P38 but not always --> check the sound file
No sound at all for the M10 Wolverine.
I played 15 turns and I am totally destroyed, I am losing all my top core units one after the other...
The editing objective feature works as intended, great --> resistance in the North, something I did right from the start luckily.
The PHilippines flag looks like the Czech one but you have a gold sun whereas it is only white for Czech flag --> shouldn't you change your Philippines flag because your "sun" is missing ?
https://www.google.com/search?q=philipp ... 4&bih=1277
I loved the icons of the silver planes: P51 Red tail with red nose and the P47 yellow nose.
Maybe purchasing Naval units (I don't mean ships) could have been possible just for this scenario because the extreme south of the map is an imperial navy base. Just an idea, nothing more.
I also not you do not use reinforcement units during the scenarios, AUX units appear at turn nr 1 but from time to time it makes the player happy to get new units during the scenario. I am not talking about this specific scenario but about
attacking ones early in the campaign, two new units on the beaches after turn 5 should be great in large maps.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 11:14 am
by VPaulus
@bebro
I've tweaked basically all the Jap arty and armoured animations. I found a few issues with one or two American units and corrected.
I've to create new animations for the Jap Bike Inf and for the Engineers.
What worries me most is that Robert keeps finding units that aren't in efx file. Do you remember any unit that you might used, like the M10, and you didn't insert in the efx?
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 11:26 am
by bebro
RobertCL wrote:So it should be corrected too! Third Honi type has no AT switch.
Hm, strange, I'm pretty sure I have defined all three in the eqp incl. switches, maybe there's a typo or so. Need to check later (I'm not at home right now).
I played 15 turns and I am totally destroyed, I am losing all my top core units one after the other...
The editing objective feature works as intended, great --> resistance in the North, something I did right from the start luckily.
Sound issues will be checked of course. Apart from this this is a typical hard end-game scn. Personally I concentrate on holding the north only from the start, the DV is mainly for people who want an extra challenge and see if they can hold or take back Manila etc..
Best defense area is at the two small bottlenecks where deployment hexes are - cram your best tanks backed by arty and (if xyou have) AA and fighter cover in there. Inf in close defense terrain, ideally with arty two. Some light inf, towed arty and the rest need to guar the center vs. guerillas.
Yeah, I know - I took the original Phil flag, seems after resizing you don't see much of that sun anymore...I can see to make it more obvious, but I'm afraid at this small size it might not help too much.
I loved the icons of the silver planes: P51 Red tail with red nose and the P47 yellow nose.
Maybe purchasing Naval units (I don't mean ships) could have been possible just for this scenario because the extreme south of the map is an imperial navy base. Just an idea, nothing more.
I also not you do not use reinforcement units during the scenarios, AUX units appear at turn nr 1 but from time to time it makes the player happy to get new units during the scenario. I am not talking about this specific scenario but about attacking ones early in the campaign, two new units on the beaches after turn 5 should be great in large maps.
I could see to add incoming units here and there to make things more dynamic, but it has pros and cons. For example I toyed around with giving new core units in some more scenarios, but then left them out because I thought player's might rather like choosing their own instead of getting something they cannot influence (at best disband later for prestige). Depending on scenario there might also be other concerns. But in general it's a good idea, just needs to be needs to be done carefully to not throw everything off-balance.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 11:33 am
by bebro
VPaulus wrote:@bebro
I've tweaked basically all the Jap arty and armoured animations. I found a few issues with one or two American units and corrected.
I've to create new animations for the Jap Bike Inf and for the Engineers.
What worries me most is that Robert keeps finding units that aren't in efx file. Do you remember any unit that you might used, like the M10, and you didn't insert in the efx?
I edited the efx I use a bit before release, but it seemed ok to me. I mainly took some of the stock units out after noticing they were not used anywhere in the campaign, and the AI did not buy them. Then I added some entries I had forgotten to include when I sent it to you. The M10 came in late, since it was only used in one or two very late scns.
So it could be well that I made some mistakes in there, but I seem to remember none of those probs from my own final tests. However, could be I simply overlooked something. I need to check again. I hope I didn't confuse the hell out of you with those edits

Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 12:14 pm
by VPaulus
@bebro
You did... at the beginning.

But Robert is right no M10 in efx.
I've finished the new animations for IJA Bike and IJA Eng. So basically it's ready. If you don't remember more extra units in the last scenarios, than I can send the package to you.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 3:55 pm
by RobertCL
Luzon
Finally a MV after destruction of most of core units.
No problem for the Philippines flag, I thought you din't know.
Okinawa
Ongoing scenario
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 4:02 pm
by bebro
Paulo, that would be nice. But take your time, I can't do much before the weekend anyway, only checking stuff and fixing minor things.
Robert, I checked all three HoNi sp arty types and they were all switchable to AT for me. Could it be you tried switching after you've moved? That does not work generally it seems. But switching first works fine for me, even back and forth several times as long I don't move.
Re core losses, that's problematic somehow, because the enemy gets more and more experienced throughout the campaign. If you have to buy a lot of green units very late it may get even harder, so it's worth to keep an experienced core of veteran units...of course, might be easier to say than to do on first play-through.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Mon Dec 17, 2012 8:40 pm
by RobertCL
Okinawa
I was right to continue playtesting.
Many many issues here, this needs some finetuning
1. Victory conditions
I have 2 VHs left at turn nr 27 and I have an "end of campaign" message whereas the scenario ends at turn nr 30.
I had just bought rookie units ready to fight but I had not such an opportunity.
Maybe if we lose the palace then the scenario is immediately lost (I lost it then recaptured it then lost it again).
2. End of campaign message linked to Luzon scenario whereas this is Okinawa scenario!
I got a loss when I did not expect it, I count on three more turns to get a MV.
3. Useless Okas
No fuel means
no movement, so totally useless units.
No possibility to test sound since units cannot move...
4 as strength value is really too low (maybe 6 but not 4, personnally I would have set 10 because extremely vulnerable if you design them the way I designed mines, see below)
As I told you in PeG-WW2 Pacific I used Zekes with bomb loads as kamikazes (they had 0 as air defense value, 0 as air attack value but max soft and hard attack), they were used as super bombers but easily destroyed by flak or enemy fighters.
4. Mvt sound of P38 is not permanent (sometimes I hear it, sometimes not)
There is something wrong with this plane, in comparison Chance Vought F4 Corsair or F6F Hellcat is perfect!
However I was glad I saw the flame Shermans of USMC!
Besides all needed improvements this was a pleasant campaign, I do not dare imagining the nr of hours you needed to create maps and scenarios.
Re: Asahi: Imperial Japanese Army Campaign 1938-45 released!
Posted: Tue Dec 18, 2012 6:15 am
by bebro
Thxfor the fedback, Robert.
RobertCL wrote:Okinawa
I have 2 VHs left at turn nr 27 and I have an "end of campaign" message whereas the scenario ends at turn nr 30.
I had just bought rookie units ready to fight but I had not such an opportunity.
Maybe if we lose the palace then the scenario is immediately lost (I lost it then recaptured it then lost it again).
MV needs 3 VHS, so it ended right away when you dropped below. I can see to change it soo you have the full turns thouhg, should be no prob.
2. End of campaign message linked to Luzon scenario whereas this is Okinawa scenario!
Obviously a mistake of course - will be fixed.
3. Useless Okas
No fuel means no movement, so totally useless units.
No possibility to test sound since units cannot move...
4 as strength value is really too low (maybe 6 but not 4, personnally I would have set 10 because extremely vulnerable if you design them the way I designed mines, see below)
Well they are still somewhat experimental, but they will be never more than one-use, throw-away units. Once launched these can never be recovered or return to base - that's the nature of Kamikaze, and esp. with Okhas. And I have to disagree that they are per se useless: It is set so that you can't rebase, but their move and fuel should be enough to make exactly one attack each vs. nearby shipping. They will not take out a capital ships by one hit, but should do their damage.
One issue might be to recon targets nearby, but enemy coastal bombardment and ship movement should give a lot of hints where to expect US vessels in the fog, and you can use the aux plane coming with them for recon a bit. Maybe I give him a spotting hero to make that easier.
4. Mvt sound of P38 is not permanent (sometimes I hear it, sometimes not)
There is something wrong with this plane, in comparison Chance Vought F4 Corsair or F6F Hellcat is perfect!
OK, as said, we may need a bit of time with this...
Besides all needed improvements this was a pleasant campaign, I do not dare imagining the nr of hours you needed to create maps and scenarios.
Thanks Robert. I have to admit that in the end I felt a bit exhausted which probably explains a number of those silly mistakes in there, but they will be ironed out for sure...
