Hey there bebro, remember me?
After a long PzC hiatus, I recently picked up Allied Corps, and after finishing it's main campaign, I began looking for promising mods that had been created, and I decided to try yours first, mainly because it's something refreshingly different from the same old europe-centered campaigns that are the rule. Also, the screenshots were nice.
I recently finished the campaign, and figured the least I could do was giving a little feedback - even though I realize you are basically retired for the time being and won't make any more changes or whatever. That's not my goal here, I just wanted to let you know how one particular player perceived your creation. Keep in mind that I can be pretty harsh in my criticism, but - if you decide to read my ramblings, you need not be afraid, because - I'll give it away in advance - I loved your mod.
So, first things first, eye candy. I love all the artwork. The unit art, the terrain, the main screen etc.
It's all outstanding. Hero portraits didn't work for me and there were some missing strings, but from what I understand that's a 1.20 issue. Fair enough, really minor.
I especially liked how well your units (and terrain) blend in with vanilla PzC art - I can be somewhat zealous when it comes to this (much to my dismay, Flak even broke contact with me because I was too critical about unit perspectives

), but you really nailed it.
My only criticism is that you mixed and matched camouflage so it wasn't easy to see at first glance wether something was a fighter or a CAS or whatnot - you probably used historical references, but it often confused me a bit.
But, again, even with camo being the norm rather than an exception, it's great how well the units blend in with the stock art.
There could have been a little more "asian" map artwork, but I'd take your minimum-changes attitude over DMPs custom everything with completely different style and often a wild mix of perspectives and scale attitude any day.
Some general comments about gameplay in the campaign:
The only things I was a bit unhappy with were the victory conditions. Spoiled by the official DLCs, it was a bit sad that almost all DV/MV differences came down to either capturing the same objectives in less time or capturing more objectives.
But it was really nice how you used the engines limited scripting abilities to make counter offensives and inform the player about developments - which you did sparingly, but effectively.
I liked the briefings with the little maps on them, though they didn't read very Japanese - and a proper impersonator reading them aloud could have done wonders. But I think it's a good call that, rather than doing a poor job at "japanizing" the briefings, you just kept the "coloring" to a minimum and kept to your ropes. And, without access to a professional Japanese voice actor, you just left the briefings in text form. Once again, I think you made the best calls here.
Now, I'll give some specific comments about every level. I replayed them all (if neccessary) until I could get a DV, so this is the "optimal" path. Here's what I thought about the various scenarios.
SC1: Lake Khasan.
What an introduction. It's as if you were trying to scare players away.
The scenario had FAR too many russian planes. Insanity.
And the crossing towards the northernmost objective should have been two tiles wide, as it appeared to be on the map.
The strength of the Soviet counterattack strength was really excessive.
In the bottom line, the mission was still not EXTREMELY difficult, but very frustrating in parts
SC2: Khalkin Gol.
So, this is you asking: You still playing? How dare you! Let me raise my middle finger...
Like the first scenario, this one had FAR too many russian planes. You couldn't see the blue sky because there was so many of them.
The Russian armored attack was extremely oversized. Especially so considering Japans extremely limited ability to counter tanks at this point.
Did I mention there were too many Russian tanks? I mean, really, wtf?
Additionally, there was FAR too much russian artillery. These guys have actual guns, not like the peashooters the japanese field.
And then a second wave of too many planes and too many tanks? Seriously?
I'll be honest with you, when I first played, this was the point when I quit the game and uninstalled the campaign.
Thinking "f*ck yourself, bebro".
Only a week or two later did I muster the courage to reinstall and try it again.
This second mission took me about half a dozen tries to get a DV without excessive losses. It's, sorry to say, an abysmal introduction to this - from this point on - much, MUCH improving campaign.
I realize you wanted to reflect the historical fact that the Japanese got themselves a bloody nose when dealing with the Russians, but you should have created these levels differently. It's the players first contact with your campaign, and I can see many giving up on it because of the first two levels excessive difficulty. Which is a real pity.
At the very least, the briefing itself should give away (and it should really be the case) that losing here won't have negative consequences later on, and that the levels are - by FAR - the most difficult ones in the entire campaign.
Anyway, eventually, with more luck than skill, I managed to beat the mission.
SC3: Lang Son
Pretty short and straight forward.
The airforce is missed, but not too much so since the enemy has no planes either.
All in all a nicely balanced mission which would be a much more befitting SC1, gentrly introducing players to the campaign.
SC4: Kota Bharu
All in all ... OK.
The landings are easy going.
The counter-attack came as a shock to me, but maybe I should have paid more attention to the briefing.
Turn limit could be a little longer - I had to restart twice to make it in time - but maybe I should have been more motorized by now.
Well constructed mission overall.
SC5: Kampar
Rather boring tube-shaped level.
Relatively easy going.
No surprises.
That's all.
SC6: Muar
Nice map.
Turn limit a bit too strict considering weather conditions - again, I had to replay twice and use hindsight to make it.
There should be another airfield somewhere, I was unable to maintain fighter cover due too fuel constraints.
SC7: Singapore
Now we're talking. This one was just about perfect.
Room for maneuvering and different strategies, strong but not too strong opposition, time limit JUST right, what's not to like?
My only nitpick are the lackluster captured units (an AT unit without transport you cannot upgrade? Seriously?).
SC8: Java
Another very good mission.
While shape and form of it seemed strangely familiar (Crete, probably), it was great fun.
The naval vessels with their long range guns are a nice change, for as long as you can use them.
The nasty surprise of the Allied Fleet is ... nasty, but not overly unfair. Excellently balanced, imo.
Time limit, once again, is strict, but doable.
Great stuff.
SC9: Kokoda Track
Oh well. Technically not so bad, but spending 25 turns moving units one hex at a time is slightly unnerving.
The AI is given a bit too much prestige, imo, which it spends to reinforce Port Morseby with many more units.
This, combined with weather issues and especially the generally slow movement, make the turn limit a little too short, imo (had to restart once).
Other than that, I still liked the mission overall.
SC10: Guadalcanal
Outstanding mission back to back. The struggle to survive, the struggle to make it to the objectives in time, dealing with the allied air superiority in the east until I could capture the airports ... I had much fun. It was often challenging but not frustrating. The mission difficulty really suited my personal skill level - can't praise you enough for this one.
Once again, the turn limit felt exactly spot on to me.
SC11: Battle of Darwin
I'm pretty pissed off about this one as there's a totally undocumented victory condition: You have to defeat all units on the map. I had to find this out by checking the scenario in the editor. Boo.
Other than that, while the allied fleet is a tad too strong and hardly beatable without hindsight, the rest of the mission is pretty tough, but doable - and unhistorical missions like this one probably should be very hard.
Still, I had to replay this one too often.
SC12: Imphal
Some of the complaints from SC9 apply here as well - a lot of rough terrain makes for very slow going - but the turn limit was just about right for me (once again) for it to be ok. I liked this one very much despite minor nitpicks - it's nice how you managed to make late-war challenging scenarios without resorting to positioning a huge number of unplausibly powerful forces in the most remote places like some other scenario-creators do.
SC13: Dimapur
A bit of a letdown as the final mission, since I felt this was a more intricate version of SC5, a tube with little room for maneuvering. Rought terrain and strong opposition (not exactly overpowering, though).
That said, I still liked the mission overall, and I'd even rate it higher if it hadn't been the final battle.
What I wrote about SC12 applies here as well, at least no overly powerful interventional US forces or a gargantuan british tank army that couldn't have plausibly been there by that time. It's a really nice touch, and probably for the better that I wasn't forced to march on Washington or anything. Probably the most plausible way to end hostilities for the Japanese on this high-note.
Closing thoughts:
While the first two scenarios are stinkers in my book, overall this was an outstanding and thoroughly enjoyable experience.
I liked your approach to special units, using stuff from the Navy and the lineup of units you provided in general.
The Japanese really play quite different to the Germans and even Allies, mostly due to their lack of more powerful armor.
I felt that you carefully crafted your scenarios to emphasize this and not frustrate the player too much by giving the allies toys he cannot hope to match. My only criticism lies with the bombers, which feel woefully underpowered. With powerful AA guns everywhere and usually significant fighter cover in the air, I hardly ever used my bombers except to soften up armor when I had managed to win air superiority. And even against armor they too often took losses - one time in the last mission my best bomber lost 6 str bombarding an isolated unit of mobile artillery. Ouch.
Anyway, I think this problem plagues PzC as a whole, so it wasn't wolly unexpected.
Captured units were a letdown, I don't think I got anything I actually wanted to use in combat. A nice tank or fighter would have been a nice reward. Probably historical reasons, fair enough.
Finally, I just want to repeat that I really liked this campaign and think it's up there with anything PzC that was actually sold.
If you take donations, PM me your PayPal eMail.
My apologies for the looooong wall of text, but if you bothered to read it, thank you, thanks for making the campaign and best of luck for whatever it is you're doing these days.
PS: I hope I haven't been too harsh after all.
_____
rezaf