goose_2 wrote: ↑Fri May 27, 2022 1:14 pm
If this is ready to play, please let me know. I am ready to give this a try
It's almost done, I'm just correcting some details and adding some dialogs.
Re: XXIX Le PzKrps [ MOD]
Posted: Sat May 28, 2022 9:02 pm
by lennis29
The Germans used the flak 88 as AA, AT and ART, while the 2 cm Flak 38 as AA and MG heavy anti-infantry and many times against light armor, but what were the functions of the 3.7 cm Flak 37?
Re: XXIX Le PzKrps [ MOD]
Posted: Sun May 29, 2022 11:51 pm
by lennis29
Hi. PzC community.
I have already finished the project, I will publish it soon, just waiting for some tests.
I remember that this project is the union of many parts of the work of other developers, since I don't have the ability they have to create, what I did was borrow their work and join it to a project of my own liking.
Very grateful for the collaboration of all those who answered my emails and private messages.
Re: XXIX Le PzKrps [ MOD]
Posted: Mon May 30, 2022 6:11 pm
by Vano2004
lennis29 wrote: ↑Sat May 28, 2022 9:02 pm
The Germans used the flak 88 as AA, AT and ART, while the 2 cm Flak 38 as AA and MG heavy anti-infantry and many times against light armor, but what were the functions of the 3.7 cm Flak 37?
lennis29 wrote: ↑Sat May 28, 2022 9:02 pm
The Germans used the flak 88 as AA, AT and ART, while the 2 cm Flak 38 as AA and MG heavy anti-infantry and many times against light armor, but what were the functions of the 3.7 cm Flak 37?
Thanks, excellent information, initially I put the 3.7 cm Flak with support fire in class 4.
I will see later if it is more feasible to attack in class 3 or leave the same class 5.
Re: XXIX Le PzKrps [ MOD]
Posted: Mon May 30, 2022 7:15 pm
by lennis29
sbpc1 wrote: ↑Mon May 30, 2022 6:39 pm
to make small aa(20/25mm) useful try making the unit class 4 range=1 move=2 with postive sa ha and aa values.
Excellent, I made some adjustments to the 2 cm Flak unit, although I did not make adjustments to the Polish flak because the campaign is already quite difficult.
sbpc1 wrote: ↑Mon May 30, 2022 6:39 pm
to make small aa(20/25mm) useful try making the unit class 4 range=1 move=2 with postive sa ha and aa values.
Excellent, I made some adjustments to the 2 cm Flak unit, although I did not make adjustments to the Polish flak because the campaign is already quite difficult.
sbpc1 wrote: ↑Mon May 30, 2022 6:39 pm
to make small aa(20/25mm) useful try making the unit class 4 range=1 move=2 with postive sa ha and aa values.
Excellent, I made some adjustments to the 2 cm Flak unit, although I did not make adjustments to the Polish flak because the campaign is already quite difficult.
Thank you all for your comments and recommendations.
Soon I will be releasing an update
- Structuring of the data of the Polish Army.
- New units for Poland, such as the TKS 20mm tanks and the twin-turret 7TP.
- Balance in the statistics of some units.
- Poland does not receive prestige per turn, to avoid the massive purchase of units at the end of each mission.
- Limit to buy units for Poland, also some units will not receive replacements.
-> All this to simulate the cut of supply and logistics caused by the Blitzkrieg.
marlon2300 wrote: ↑Wed Jun 01, 2022 2:59 pm
I liked it, interesting way to carry the missions. Good job on the mod. i'm in the Modlin mission, following your mod for more updates.
I noticed a problem while playing. Near the southernmost Polish Air Base or thereabouts, there was a unit next to a biplane one with the avatar of a Douglas Skytrain or something like that, but whose name indicated it was Polish Infantry.
Turtler wrote: ↑Wed Jun 01, 2022 7:25 pm
I noticed a problem while playing. Near the southernmost Polish Air Base or thereabouts, there was a unit next to a biplane one with the avatar of a Douglas Skytrain or something like that, but whose name indicated it was Polish Infantry.
is the C-47 is embarking infantry units, because that's what you see the name.
you don't give him time to withdraw from the area, that simulates your surprise attack.
According to investigations, the Wehrmacht for 1941 had 144 divisions and of them only 30 were motorized, the rest were Hippomobiles, apart from this there was also another problem, is that the divisions were not complete with respect to their military equipment, I am thinking of eliminating the trucks and the motorcycles for 1939 and leave them for 1941, by then the core of the player would be a Panzer Corps, meanwhile he would be playing with a division and several brigades or an Armeekorps that depend more on infantry and artillery than on panzers and other motorized components .
thanks for the first page first post to explain the origin and objectives of the mod.
my equipment file is based on deducters work.
happy thay you are editing the scenarios not just the equipment files.
there are scripts that could be created for them to same them more interesting, particularly if you have played them many times before. afirika corps had a lot of scripts that were interesting that nobody seems to have developed further. battlefield europe makes lots of use of scripts/zones that i hope could apply at the smaller scale DLC scenario level.
could them mod be split into separate submods as an option, maybe? (i'm using GME). might make testing/updates easier.