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Re: Modern Conflicts 1.95 (RELEASED)
Posted: Tue Sep 17, 2024 5:45 pm
by Кэп
(FFM-6) Agano is the sixth Mogami-class ship built by Mitsubishi Heavy Industries for the Japan Maritime Self-Defense Force.
Escort flotillas[2] are based:
First Escort Flotilla - Yokosuka
Second Escort Flotilla - Sasebo
Third Escort Flotilla - Maizuru
Fourth Escort Flotilla - Kure
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Tue Sep 17, 2024 5:51 pm
by Кэп
Each flotilla of the Japanese escort forces consists in turn of 2 escort force divisions, the typical composition of which is: 1 guided missile destroyer, 1 guided missile helicopter carrier destroyer and 2 destroyers.
Each submarine force flotilla consists of two submarine divisions. So they cannot be underestimated in the Sea of Japan and the Pacific Ocean, so our modernized frigate "Marshal Shaposhnikov" returned to the combat composition of the Pacific Fleet after trials on April 27, 2021. During the modernization, the large anti-submarine ship "Marshal Shaposhnikov" of Project 1155 was reclassified as a frigate, that is, it became a universal ship capable of fighting ground, surface and underwater targets. and 1 missile cruiser of Project 1164 "Atlant" - "Varyag";
1 destroyer of Project 956 "Sarych" - "Bystry";
2 large anti-submarine ships (BPK) of project 1155: "Admiral Tributs", "Admiral Panteleyev";
1 guided missile corvette of project 20385 - "Gremyashchiy";
4 guided missile corvettes of project 20380 - "Sovershennyy", "Gromkiy", "Geroy Rossiyskoy Federatsii Aldar Tsydenzhapov", "Rezkiy"; ready for combat together with Chinese allies))
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Tue Sep 17, 2024 8:58 pm
by bondjamesbond
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Mon Sep 23, 2024 2:03 pm
by RobertCL
Hi Akkula,
First of all congrats for this wonderful mod. I decided to replay it after a few years.
I am playing scenario 17 of Russian campaign.
I took a look at the library in game in order to have some explanations, I also tried to find a detailed readme file.
Here are my questions:
a) In scenario 15 when I have to evacuate units from UK, I discovered a British submarine with a nuke/radioactive marking, have those submarines special functions (it is not the usual split between submarine hunters and those capable of attacking ground units). Is it a special ability (nuking an entire hex ?)
b) Do interceptors (shooting at a range of 2 like MiG 31 -or F35 for NATO-) protect bombers when put at an adjacent hex or not ? I think they are not protecting them, so I guess I need standard fighters too.
Great to see that the player absolutely needs to read the scenario introduction text. I nearly failed scenario 14 because I understood that the coastal batteries had to stay at the same place they were at the beginning of the scenario, otherwise you lose this scenario even if all VHs were conquered + 2 Allied ships were destroyed.
BTW I shall be very interested in the scenarios with China and both Koreas. But take the time you need, life prevails after all.
Thx for your answers and above all for the hard work!
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Mon Sep 23, 2024 2:21 pm
by Estherr
RobertCL wrote: ↑Mon Sep 23, 2024 2:03 pm
a) In scenario 15 when I have to evacuate units from UK, I discovered a British submarine with a nuke/radioactive marking, have those submarines special functions (it is not the usual split between submarine hunters and those capable of attacking ground units). Is it a special ability (nuking an entire hex ?)
b) Do interceptors (shooting at a range of 2 like MiG 31 -or F35 for NATO-) protect bombers when put at an adjacent hex or not ? I think they are not protecting them, so I guess I need standard fighters too.
I'll took a liberty answering =)
a) No, nuke subs have no special abilities. Radioactive marking is just to mark them as valuable asset. They have relatively weak combat stats compared to attack subs and act just as part of the Navy (same apply to US & Russian SSBNs). If I recall, you have to keep alive couple of Russian SSBN (including Typhoon-class vessel) in later scenarios, for example. Immersion unit, sort of =);
b)Interceptors DO protect adjacent bombers. They have another hidden feature though - they provoke defensive fire from opponent fighters without taking damage, effectively wasting defensive fire. It's actually game mechanics limitations, not a true feature, but it can be used and it's something to watch after when AI attack you bombers with F-35/MiG-25 and alike.
Same apply to ranged ground-attack planes, namely Su-34. It can avoid defensive ground fire altogether, comes in real handy against naval units for example.
ps: honestly, Gen-5 fighters are way too expensive and often with somewhat limited capabilities (Su-57 can't attack ground units at all and MiG-25/31 have fairly low air defence values) to form backbone of air superiority fleet. This is double-true for Russia with just so awesome Sukhoi-27/33/35 fighter family.
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Mon Sep 23, 2024 2:47 pm
by RobertCL
Thx a lot for your answers Estherr.
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Mon Sep 23, 2024 9:13 pm
by RobertCL
Hi Estherr,
Another question: "how do I make sure when I purchase naval version of air units, that those are capable of sinking submarines ?" If you take the naval anchor with the attack sign, there is no 100% certainty. For instance, the Tupolev Tu-22M3 ("heavy aircraft" class) cannot attack sub but well the Kamov Ka-27M helo ("attack aircraft" class). Is there a sign somewhere where without any doubt I can choose my aircraft (or helo) for sub attack ? I guess the class answers the question: only "attack aircraft" class works to attack subs, for instance naval version of Tupolev Tu-142MZ can surely attack subs because it belongs to "attack aircraft" class. Is my assumption correct ?
I guess so since only "Tactical bomber" class can destroy a sub (in standard Panzer Corps), never "Heavy bomber" class.
I think my questions should be addressed in the library since I am surely not the only one who re-discovers the game raising such questions.
In the very first version of the mod there was a detailed readme file with new game rules. I cannot find it anymore.
The authors of PaK mod have a dedicated pdf file explaining their mod. Why not here ? I am sure it existed in the past.
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Mon Sep 23, 2024 9:40 pm
by Estherr
RobertCL wrote: ↑Mon Sep 23, 2024 9:13 pm
Another question: "how do I make sure when I purchase naval version of air units, that those are capable of sinking submarines ?" If you take the naval anchor with the attack sign, there is no 100% certainty. For instance, the Tupolev Tu-22M3 ("heavy aircraft" class) cannot attack sub but well the Kamov Ka-27M helo ("attack aircraft" class). Is there a sign somewhere where without any doubt I can choose my aircraft (or helo) for sub attack ? I guess the class answers the question: only "attack aircraft" class works to attack subs, for instance naval version of Tupolev Tu-142MZ can surely attack subs because it belongs to "attack aircraft" class. Is my assumption correct ?
I guess so since only "Tactical bomber" class can destroy a sub (in standard Panzer Corps), never "Heavy bomber" class.
Yeah, only tactical aircraft can attack submarines. I believe, it's hardcoded into game engine and there's no workarounds as far as I'm aware. That's why Tu-142 is tactical, whilst T-95 (same airframe) is strategic.
As for anchor... it's to easily distinguish land-based (air-land movement type) planes from naval (air-sea movement) mostly. Naval attack capability usually comes along though =)
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Mon Sep 23, 2024 9:55 pm
by RobertCL
Thx for your confirmation Estherr!
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Thu Sep 26, 2024 8:58 am
by Tobi72
Hello Akkula,
is it possible to create campaigns in Modern Conflicts 2.0 yourself and start them via a button? And publish them with your permission?
Kind regards

- but.png (341.05 KiB) Viewed 1955 times
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Thu Sep 26, 2024 1:35 pm
by Imeror
Tobi72 wrote: ↑Thu Sep 26, 2024 8:58 am
Hello Akkula,
is it possible to create campaigns in Modern Conflicts 2.0 yourself and start them via a button? And publish them with your permission?
Kind regards
but.png
Yes, it would be a very nice addition ! We'd gladly propose more Modern Conflicts content

For now, I release mine via map packs, but they'd be better if linked in a campaign.
I hope you (Akkula) will consider to add a custom campaign button, if you have the time

Re: Modern Conflicts 1.95 (RELEASED)
Posted: Thu Sep 26, 2024 3:46 pm
by bondjamesbond
Tobi72 wrote: ↑Thu Sep 26, 2024 8:58 am
Hello Akkula,
is it possible to create campaigns in Modern Conflicts 2.0 yourself and start them via a button? And publish them with your permission?
Kind regards
but.png
I support it, because folk creativity has collapsed and our inquisitive minds can create their own maps only as a single scenario )
Imeror wrote: ↑Thu Sep 26, 2024 1:35 pm
Tobi72 wrote: ↑Thu Sep 26, 2024 8:58 am
Hello Akkula,
is it possible to create campaigns in Modern Conflicts 2.0 yourself and start them via a button? And publish them with your permission?
Kind regards
but.png
Yes, it would be a very nice addition ! We'd gladly propose more Modern Conflicts content

For now, I release mine via map packs, but they'd be better if linked in a campaign.
I hope you (Akkula) will consider to add a custom campaign button, if you have the time
Apparently our genius did not plan that he will have followers, but progress is not inexorable )))))
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Thu Sep 26, 2024 5:39 pm
by Imeror
bondjamesbond wrote: ↑Thu Sep 26, 2024 3:46 pm
Apparently our genius did not plan that he will have followers, but progress is not inexorable )))))
2016-2023 : Akkula does his content.
2024 : Suddenly, various people appear after 7 years, wanting to use the assets he created. Rimski_One modification of the main MDC campaigns, 4 map pack by Tobi72, 1 by me,...
I guess it's something like that :
The waiting for MdC 2.0 is long ---> people can't wait ---> they begin to create something with all the assets available until 2.0 is released

Re: Modern Conflicts 1.95 (RELEASED)
Posted: Thu Sep 26, 2024 10:12 pm
by Akkula
Hello guys.
Yup, I got the message from some time ago

I will restore the custom campaigns option in the next update. Don't worry

Sorry for the silence in the recent weeks, but I am kind of busy in my personal life.
I will post some more progress in the coming days
Best regards,
Akkula.
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Fri Sep 27, 2024 6:14 am
by Tobi72
Hello, that's fantastic Akkula. Thank you very much.
We'll keep our fingers crossed that everything goes well.
Kind regards, Tobi
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Fri Sep 27, 2024 1:16 pm
by Imeror
That's nice !
But don't fell any pressure, we'll await as long as necessary

Re: Modern Conflicts 1.95 (RELEASED)
Posted: Tue Oct 08, 2024 10:30 am
by superlopez141
In order to make them more modern, Does anyone have city hexes with skyscrapers to add to the maps? And could you share it?
thank you.
Re: Moderne Konflikte 1,95 (RELEASED)
Posted: Tue Oct 08, 2024 12:00 pm
by Tobi72
I started doing this some time ago. But I haven't finished it yet.

- WK.png (812.39 KiB) Viewed 1297 times
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Tue Oct 08, 2024 12:29 pm
by Tobi72

- WK1.png (504.39 KiB) Viewed 1293 times
Re: Modern Conflicts 1.95 (RELEASED)
Posted: Tue Oct 08, 2024 12:48 pm
by superlopez141
They are great