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Re: Hungarian Campaign Mod v0.1

Posted: Wed Oct 10, 2012 5:30 pm
by bebro
Seeing those Sov transport units, they're very cool, McGuba.

I also made a ZIS42 halftrack a while a go but never posted it. It's only the on-map icon:
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Yours is very nice, so maybe you don't need this, but maybe someone still finds this one useful...just an offer :)

Re: Hungarian Campaign Mod v0.1

Posted: Sat Oct 13, 2012 11:09 am
by McGuba
Hey,

Thanks, yeah, maybe I will use this one, as the track looks better. :)
And you should release all your units sooner or later as they are excellent, and they are very close to the vanilla ones, just more detailed and colourful. :)

Re: Hungarian Campaign Mod v0.1

Posted: Sun Oct 14, 2012 4:43 pm
by bebro
I think most are, except those coming exclusively with the USMC, or the upcoming IJA campaign (might be some Allied stuff in there for players who play more in the Euro theatre). Though people can use those units freely as well, I just don't have them as separate dl.

Other than that, everything I made should be online already :)

'Fcourse, I might still add stuff over time...

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Thu Oct 25, 2012 2:02 pm
by McGuba
UPDATED TO v0.2

Many new features, units, library entries, etc.
New link is on the first page of this topic.

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Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Sat Oct 27, 2012 12:56 am
by Razz1
Kind of strange on second scenario to capture cities and move hexes past it only to have units pop up out of them.

The partisans are a little too strong. Perhaps only one close for close defense in place of two OR lower their strength to 9

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Sun Oct 28, 2012 1:08 am
by McGuba
Kind of strange on second scenario to capture cities and move hexes past it only to have units pop up out of them.
Well, yes, historically the Yugoslav regular army did not really oppose the attacking Hungarians. It was either retreating or surrendered. Only a few regiments fought back.
As Wiki says:
"By the time the Hungarians crossed the border, the Germans had been attacking Yugoslavia for over a week. As a result, the Yugoslavian forces confronting them put up little resistance, except for the units in the frontier fortifications, who had held up the Hungarian advance for some time." and also: "In accordance with the Royal Yugoslav Army's war plan, R-41, a strategy was formulated that, in the face of a massive Axis attack, a retreat on all fronts except in the south be performed."

However, the irregular Chetniks and partisans started a guerilla war right after the Axis invasion, which lasted until the end of the war, when Yugoslavia was largely liberated by its own forces. In case of the Hungarian operations, it is recorded that the partisans (Chetniks) let them enter their towns and only attacked when they were leaving, wearing civilian clothes, shooting from the houses, or making raids during the night. These attacks were quite unpredictable and frustrating, and I could not find a better solution to simulate it with the current PC engine. This is not a clash of regular armies like in conventional PC scenarios, so the player has to adopt to the situation as well. If the player keeps units in those towns the number of partisan attacks reduce as the partisan units cannot spawn, but then there are less units to advance to the victory hexes, so a good balance of mobile, attacking forces and occupational, security forces has to be found, as historically.
The partisans are a little too strong.
That can be true, though.

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Sat Nov 17, 2012 2:16 pm
by Kerloc
you used some of my units but you didnt mentioned me in my readme. Please be so fair and mention the authors of these unit pictures!

EDIT: i found the credits page in the libary of the game. You can offically ignore the text above ^^

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Tue Nov 20, 2012 9:28 pm
by McGuba
Hmm.

Actually your nick also appears in the Hungarian Mod Readme.txt and doc files:
Bebro, VPaulus, flakfernrohr, AugustinMalar, Kerloc and the Hungarian Blitzkrieg Mod Team have also contributed to some of the new units.
Is that all right?

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Wed Dec 26, 2012 10:53 pm
by Razz1
You can not buy any units other than Hungarian.

Please update your Barbarossa map and Ulman. Add more slots. If you want the player to use units in the next scenario then open up more core slots.

If they are only to be used for that scenario, then open up more auxiliary slots and add a message at start of map that tells the player " Any units purchased other than Hungarian, will be auxiliary units and can not be transferred to the next map."

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Mon Jan 07, 2013 1:13 pm
by McGuba
You can not buy any units other than Hungarian.
Well it is supposed to be a Hungarian campaign after all... :oops:

Sorry, but I do not really like the idea of having units with different nationality in the Hungarian Army core. This is of course not because of some kind of nationalistic feelings, but mainly because of gameplay issues. If the player would get access for German units in any scenario he would simply start big time shopping and forget about the weaker Hungarian units. Naturally, this would unballance the campaign.

This option was made possible for the Africa Korps official add-on, where the situation is the opposite: in the German campaign the player has the option to purchase the generally weaker Italian units, if he wants some more flavour/historical accurarcy/challange. Apparently, in bebro's recently released Japanese campaign the player cannot even purchase Imperial Japanese Navy or Marines units (IJN), only that of the Imperial Japanese Army. This is a severe restriction, which makes the campaign more challanging and intersting and also the occasionaly added no-purchase bonus Japanese Navy core units (marines, Zero fighter, etc) more prestigious.

The other reason is pure historical: especially in the first half of the war, as opposed to the Western Allies, Germany was reluctant to give its latest weapons to its allies, fearing they would change sides, as it evetually happened with most of them. For instance, early in the war, Hungary asked the manufacturing licence of the PzIV tank from the Germans, who refused to do so, instead, they offered the already obsolete PzII, which, in turn was refused by the Hungarians. In 1943, Hungary asked for the plans of the Panther tank, only to get an offer for the PzIV finally, but, by that time this tank was also reaching the end of its life cycle, so Hungary decided to carry on with its own Turan tank family.

As for the other minor Axis countries, such as Romania or Slovakia, well, throughout most of the war Hungary was in a "cold war" with most of these because of territorial disputes, so having them in the Hungarian core would be a bit strange, too. Not to mention that, in case of Romania, the cold war later "melted" to a full scale war (SPOILER!). :oops:

However, later I may examine the possibility of adding more aux slots and allow the player to purchase aux units of other countries in certain scenarios. But the budget will remain tight so it might be a waste of prestige.

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Sun Jan 13, 2013 1:27 am
by Razz1
Like I said you can have them purchasable as auxiliary units, if you wish.

If you don't want other countries, change the map so the Germans and other countries are not part of the Axis.

When you go to buy a unit there shouldn't be any other flag present.

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Mon Jan 14, 2013 11:22 pm
by McGuba
Ah, now I see. Having many flags and no option to purchase can be confusing for some. Thus I have removed those other flags for now. Except for the German, when there are German ground units on the map. If Germany is not set to Axis nation and a German unit (set to axis) captures an airfield then other axis aircraft cannot use that airfield to refuel and will fall down.

Re: Hungarian Mod NEW UPDATE: v0.3 (January, 2013)

Posted: Wed Jan 16, 2013 10:44 am
by McGuba
A new update is availble on the first page of this topic. This latest release adds the Hungarian 2nd Army's battles in 1942-43. The 2nd Army was virtually eliminated as an effective fighting unit by overwhelming Soviet force during the Battle of Stalingrad in January, 1943, suffering more than 100.000 casualties. It all happened exactly 70 years ago. With this release the player has the chance to change history a bit. Can you do it any better?


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Re: Hungarian Mod NEW UPDATE: v0.3 (January, 2013)

Posted: Wed Jan 16, 2013 4:20 pm
by bebro
Good job, I'm looking forward to play it :)

Unfortunately I wasn't able to get the cam so far. Rapidshare does not let me dl at all (could be the same prob that Uhu had), and in several tries Sendspace always stopped after just a few 100KB. I hope it's only a temporary issue, I'll try tommorrow or so again...

Re: Hungarian Mod NEW UPDATE: v0.3 (January, 2013)

Posted: Thu Jan 17, 2013 9:57 am
by McGuba
There seems to be a global problem with rapidshare, and it started yesterday, just after my upload. (I hope it is not because of me! ;))
http://wilfullyobscure.blogspot.hu/2013 ... r-now.html

Hope it will imporve. If not I will find alternative.

The other sendspace link seems to work by the way, there has been several dl already.

Re: Hungarian Mod NEW UPDATE: v0.3 (January, 2013)

Posted: Thu Jan 17, 2013 3:15 pm
by Uhu
Good work!! Precisely presented for the 70th anniversary!

Re: Hungarian Mod NEW UPDATE: v0.3 (January, 2013)

Posted: Thu Jan 17, 2013 5:38 pm
by bebro
Sendspace gives a 503 error now...no hurry with another mirror though, I can wait a bit, I can't play much during the next days anyway...;)

Re: Hungarian Mod UPDATED! to v0.2 (25.10.)

Posted: Sat Jan 19, 2013 3:08 pm
by Uhu
But there are situations where you want units from other countries. If you set them not on the list (axis, allied) then if they capture a flag they will not conquer it eventually. The solution for this problem is that you set the available points for aux units to zero at the main scn settings of the editor.
Razz1 wrote:Like I said you can have them purchasable as auxiliary units, if you wish.

If you don't want other countries, change the map so the Germans and other countries are not part of the Axis.

When you go to buy a unit there shouldn't be any other flag present.

Re: Hungarian Mod NEW UPDATE: v0.3 (January, 2013)

Posted: Sat Jan 19, 2013 3:33 pm
by nikivdd
Thanks for the update...downloading from sendspace. I have always been a huge fan of Axis Minor Campaigns. Great work, will surely check out the new version.

Re: Hungarian Mod NEW UPDATE: v0.3 (January, 2013)

Posted: Sat Jan 19, 2013 4:22 pm
by bebro
Thanks for the new mirror. I was finally able to dl using filefactory.

I'm a bit confused why sendspace does not work for me, I can dl other files from there, but still not this one. Otoh others seem to be able to dl it just fine...However, got the mod now :)