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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Posted: Fri May 19, 2017 8:38 pm
by Yrfin
Intenso82 wrote:
Yrfin wrote:1. where "Stalin's Line" has got to ?
Where it is fortified, somewhere bunkers.
But I do not see something that the stalin line was well strengthened.
I came across information that there were only 20 of the 600 bunkers in the fortified area combat-ready.
And 20 bunkers are 0 - fortifications in mod.
Although I might have missed something

"...142 casemates and positions for field artillery (caliber of 76 mm), 248 casemates and bunkers for anti-tank tools (caliber of 45 mm) and 2572 casemates and bunkers for machine guns."
http://army.armor.kiev.ua/hist/linia-stalina-ukr.php
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Posted: Fri May 19, 2017 8:57 pm
by Intenso82
Yrfin wrote:"...142 casemates and positions for field artillery (caliber of 76 mm), 248 casemates and bunkers for anti-tank tools (caliber of 45 mm) and 2572 casemates and bunkers for machine guns."
Yes, I'm talking about this.
Probably the effectiveness of Stalin's line was about 5% of 100% possible.
And this is not more than 10 fortified hexes or bunkers in mod.
That is reflected in Minsk, Kiev, Leningrad and several other places.
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Posted: Sat May 20, 2017 1:48 pm
by Yrfin
What you think about this deployment map ?
Q:
1. Why you can't give historical "names" to all units ?
For example your unit Pz 38(t) got a name like 7.Pz.Div ? Pz 35 got a 6.Pz.Div ? And so on.
Same for Air units. And of coz for Soviets units.
2. Why small light German AT/AA move only at Opel Blitz ?
Can you change it to SdkKfz 10/11 or MB1500 for example ?
And change AA transport to Krupp Protze truck ?
3. Why all German troops have 0 exp at start ?
Maybe give them 50-100 exp at least ?
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Posted: Sat May 20, 2017 3:26 pm
by Intenso82
Yrfin wrote:
What you think about this deployment map ?
There is too small, I do not see the names of divisions.
Found the inconsistencies?))
Yrfin wrote:Q:
1. Why you can't give historical "names" to all units ?
1400 unit names?)
I do not have time for this, and I do not see any practical use.
Yrfin wrote:2. Why small light German AT/AA move only at Opel Blitz ?
Can you change it to SdkKfz 10/11 or MB1500 for example ?
And change AA transport to Krupp Protze truck ?
This has already been changed in the next version.
Yrfin wrote:3. Why all German troops have 0 exp at start ?
Maybe give them 50-100 exp at least ?
Ha-ha. I bet you did not play the mod before the 1st move of the player.
The experience is distributed by the script before first turn.
Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Posted: Sat May 20, 2017 3:27 pm
by Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Posted: Thu Jun 01, 2017 6:59 pm
by Intenso82
Hi guys!
Unfortunately I do not have much free time, so I decided to revise the timetable for releasing the RAW mod versions

And I decided to post the current version as BETA.
Unfortunately, many small details remained unincluded, But time is limited.
I can say that I made a few significant changes from my last testplay.
And of course I would like to receive feedback.
Many thanks for the icons of the units - McGuba, Guille and Akkula. Great job!
Without them, it is unlikely that it would have happened)
RAW1941 - v.0.7 - BETA.
- 49 turns.
- Added reinforcements for both sides.
- Mobilization units Sov. Conscript and the People's Militia.
- New units - Zis30, Katyusha, Marines, Il-2, SMG.
- Winter Units: Ski Inf, Aerosani
- Land-Lease units (Hurricane, P40) and tanks (Matilda, Valentine).
- Guards infantry and tanks.
- New and modified icons. (German and others).
- New game mechanics: Hospital, Training Center (+3 exp. per turn), Upgrade Hex, Promote to Guard Hex.
- Defense of Moscow.
- Division of units into subclasses.
- Many changes in the characteristics of the units.
Link: RAW - BETA:
https://dl.orangedox.com/egLvEZXVN3o1OfKhzl
And yes, If you have not yet installed version PzC 1.31, do not forget to update it before the start game.
Thanks to Rudankort for the patch that does this "AI should return its planes to airfields correctly when they run out of ammo."
http://www.slitherine.com/forum/viewtop ... 21&t=76489
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Thu Jun 01, 2017 11:26 pm
by Akkula
I am glad you kept working on your titanic mod.
And I am happy to have contributed to it. To be recognized by the community and being thanked by a great modder it is the ultimate achievement I think.
Keep you great work going!.
Best regards,
Akkula.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Fri Jun 02, 2017 12:45 pm
by Intenso82
Akkula wrote:I am glad you kept working on your titanic mod.
And I am happy to have contributed to it. To be recognized by the community and being thanked by a great modder it is the ultimate achievement I think.
Keep you great work going!.
Best regards,
Akkula.
Thanks for the words.
One of the purposes of the mod was to do something different from the classic PZC game and does not look like other things(games).
To be able to see the wide possibilities of the Panzer Corps idea. Possibilities of moding. And further their possible development.
I think it's somehow managed to do
But of course for the next step i need more feedback)
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sat Jul 22, 2017 7:33 pm
by Intenso82
Well, a lot of work has been done and a huge number of units are already in mod.
And many things have already been done.
Unfortunately, I received a not many reviews about mod.
Well, maybe I should already go to the release of DLC/Expansion pack as other big guys do

) Ha-ha-ha ...
And I'm starting to work on the next version, which will be called aka
DLC 'Naval Warfare'.
With the help of icons of the ships of Akkula, almost all types of ships of the Red Army are practically accessible.
Therefore, it will be possible to simulate a fairly accurate composition of the fleet.
Well, I'll add and various other features for the naval warfare.
Such as new features in mines, naval aircraft, more different classes of ships.
I also think there is a place not only for sea ships, but also for river vessels.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Mon Jul 24, 2017 6:48 pm
by McGuba
I really hope that this project continues.
Obviously, general interest in PzC is fading day by day, as this game is a bit dated by now... oh, my, it has just turned 6 (!) years old now!!!
Also, as I wrote earlier, there are many players, who just do not like to play "beta" versions, they want to play a finished, well tested and polished mod or campaign.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Tue Jul 25, 2017 9:14 am
by Intenso82
McGuba wrote:I really hope that this project continues.
Obviously, general interest in PzC is fading day by day, as this game is a bit dated by now... oh, my, it has just turned 6 (!) years old now!!!
Also, as I wrote earlier, there are many players, who just do not like to play "beta" versions, they want to play a finished, well tested and polished mod or campaign.
Thank you, I also hope that the mod will continue
Nevertheless, it is interesting that on the old PzC engine, adding a bit of creativity, you can do things that are not in other games.
About the beta version, yes it's clear.
But I think the version name does not really matter.
Because each version is like a new piece of mosaic, and not a repetition of what was. There may be an infinite number. To wait for the latest, not the best option

Gradually, the world of the scenario is growing, at first it was 20 turn, then about 50, then there will be 70 or 80)
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sat Sep 09, 2017 10:19 am
by Intenso82
Water and Ice.
I want to expand the winter theme.
And finally add the Road of Life, and the freezing of the Gulf of Finland
and time period without maritime navigation in selected areas.
To do this, I decided to add a new type of terrain - Ice. (Icebergs)

In the end, we get 3 types of water:
- Non-freezing water, movement of naval units is available.
- Freezing water, movement of land units is available, but not naval ones.
- Ice floes, neither the movement of naval units, nor land movements is available.
I used the work Guille1434.
What do you think?
The green square is the "outer" ice floes.
But the question arose, what to do with the boundaries of frozen water, red stripes.
Is it necessary to make a gentle transition from them to water or to "outer" ice floes?
But this is a large number of variants, as is the case with the borders of the coast.
Do we need to do this and who can do it?
And I tried to make "internal" ice floes. Inverting the ice floes, which will fit into the frozen water. Yellow square.
How can we improve / change this tile?
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sat Sep 09, 2017 8:36 pm
by cw58
Intenso82 wrote:Water and Ice.
I want to expand the winter theme.
And finally add the Road of Life, and the freezing of the Gulf of Finland
and time period without maritime navigation in selected areas.
To do this, I decided to add a new type of terrain - Ice. (Icebergs)

In the end, we get 3 types of water:
- Non-freezing water, movement of naval units is available.
- Freezing water, movement of land units is available, but not naval ones.
- Ice floes, neither the movement of naval units, nor land movements is available.
I used the work Guille1434.
What do you think?
The green square is the "outer" ice floes.
But the question arose, what to do with the boundaries of frozen water, red stripes.
Is it necessary to make a gentle transition from them to water or to "outer" ice floes?
But this is a large number of variants, as is the case with the borders of the coast.
Do we need to do this and who can do it?
And I tried to make "internal" ice floes. Inverting the ice floes, which will fit into the frozen water. Yellow square.
How can we improve / change this tile?
I can't really answer the question "Do we need to do this?" It's your mod and you should do what you think best.
I also don't have much experience in modding terrain tiles but I can use paint.net some. So I played around a bit with the LayerCoastsFrozen file and came up with this. I used the solid ice hex in your screenshot as the skin. You might try plugging it in and see if it accomplishes what you want.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sun Sep 10, 2017 11:10 am
by Intenso82
cw58 wrote:
I also don't have much experience in modding terrain tiles but I can use paint.net some. So I played around a bit with the LayerCoastsFrozen file and came up with this. I used the solid ice hex in your screenshot as the skin. You might try plugging it in and see if it accomplishes what you want.
Wow its look pretty good!
Thank!
I wrote to you in PM.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sun Sep 10, 2017 1:44 pm
by cw58
I may know a little bit about using paint.net but it seems I don't know anything about posting images in a PM.
So here's the updated image using the new frozen tile you sent me. I will send the how-to in a PM.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sun Sep 10, 2017 5:50 pm
by Intenso82
I think now it looks much better.

Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sun Sep 10, 2017 7:35 pm
by cw58
I agree, that does look better. It will be interesting to see how the new terrain type works out. Well done

Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Sun Sep 10, 2017 8:17 pm
by Intenso82
cw58 wrote:I agree, that does look better. It will be interesting to see how the new terrain type works out. Well done

Now I'm still collecting material for the whole scenario.
I have not tested it yet. And I can tell only in words
I plan to make the freezing Gulf of Finland, Lake Ladoga, the Sea of Azov, with the Kerch Strait, with the interruption of navigation on it during the winter.
Maybe even the freezing port of Arkhangelsk.
But for greater reliability, I lack the game mechanics of the icebreaking unit

Well, so, the player will monitor the weather forecast, and have time to take your ships to safe ports, otherwise they will get stuck in the ice for the whole winter

)
Practice has shown that AI likes to step on the ice, and to bypass Leningrad, along Lake Ladoga. Therefore, in order to avoid this, there will be a new type of terrain
- Ice floes. On which the AI can not move its unit, where it is not necessary
But I still need a lot of German units and some Soviet.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Mon Sep 11, 2017 7:32 am
by McGuba
Nice job with those icy hexes!
Maybe you could post a list of the units that you need and then some people could start work on them, or who knows, some might have been made already...
As for icebreaker unit, you might want to try adding a new movement type. For example, floating ice hexes could be escarpment (currently no ground unit can move on it) and then add a unit with a movement type which can.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Posted: Mon Sep 11, 2017 12:17 pm
by guille1434
Excellent job, indeed... I specially disliked AI units "floating" over water hexes in winter, when they were frozen, but looked like liquid water... Thumbs up!