Modern Conflicts 2.10 (RELEASED)

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Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Hello!

I'm playing NATO campaign again and I confirm, no naval flag on sight in this one :lol:


Sorry about make you check Delta point in tuto 1 : I understood after that the timer was so short that I not awaited long enough to make the city to allow me to improve my units. Modifying a unit during the scenario is not the feature I use much, and I forget I needed to wait a little bit before being able to buy something inside a captured city.
Timer is still d**n short anyway, and it's better to savagely cross the river on foot than to await that the equipment is available in the city :lol:


About naval combat, it seems good ; I didn't excepted this naval flag feature. It may incite players to push forward (or defend) more fiercely on the sea, and maybe direct the AI ships better.

Helicopters are fine : they are here to hunt submarines, and do that task well. They had one major problem : very limited range, not allowing them to be really important in their task. That will apparently be balanced in the update with more fuel. But indeed : they struggle to be on positions long enough to make a difference, but their combat stats are excellent. More fuel is the only thing they need to really be impactful. :mrgreen:

F-18, on the other hand... they are useless as figthers now. I even often make the heresy during my NATO campaigns to only deploy "non-marine" fighters (F-15 or Rafale B at that point) on my carriers until Rafale M and F-35 are available, instead of deploy F-18. Penalty range on sea of "ground fighters" is less damagable than a fighter unable to make better than a 1-4 damage ratio against any other fighter. I still try to train them by just escorting helicopters or attack ennemy ships, but it still feel like early NATO naval fighters units are severaly lacking.
Nothing to suggest about it, however. Maybe a small debuff on the naval sukhoi could allow our poor F-18 to be less outmatched.
Otherwise, since ships will have AA attacks, it may be enough to support them and allow them to attack weakened ennemy fighters.

The need to overprotect the naval vessels don't feel out of place.
They represent the only units that are unique and repair them requieres to bring them back to base, sometimes on the other side of the world, and stay for months and months in a dry dock. On the contrary, every damaged ground or air units could have their damaged vehicles repaired near the field or, cynically, more easily replaced if destroyed.
Ships not being able to be repaired gives them more importance, in my opinion, since we need to make everything possible to engage in our own terms to not risk these unique (and expansive!) units unnecessarily.

More defense, on the other hand, is a good solution to balance it. Naval battle will be longer, while keeping the feeling of importance of these ships.

Just a little nuance about naval flags : Not having to capture places gives more room for free maneuver and "organic" strategy, and that is a nice thing.
In the grand scenario Europe, the player can perfectly think by himself : -where do I need to place my mobile airbase (carrier) to support my air operations- ; -how to spot where is the ennemy fleet and how to attack it? ; -how to block an ennemy fleet whose naval units may bombard my attacking ground units ? ; etc...
Naval flags could represent key points or naval routes to protect (or threaten), but I thing that keeping our freedom to decide our own goals (and thus having only very few naval flags) on sea is still an interesting approach.



Whatever decisions you make regarding naval combat, I look forward to the next update!
It will not be the same game :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Fri May 16, 2025 10:53 am Timer is still d**n short anyway, and it's better to savagely cross the river on foot than to await that the equipment is available in the city :lol:
I'll take a look into it and fix it. That's easy. :D
Imeror wrote: Fri May 16, 2025 10:53 am About naval combat, it seems good ; I didn't excepted this naval flag feature. It may incite players to push forward (or defend) more fiercely on the sea, and maybe direct the AI ships better.
The idea (assuming this feature will make it to the final version), is not to change any existing scenario. It would be a feature to use in new ones. So everybody should be happy :P
Imeror wrote: Fri May 16, 2025 10:53 am F-18, on the other hand... they are useless as figthers now.
Ok. I just reviewed the stats of the F-18s and yes.... for whatever reason those were really wrong. I boosted the initiative and air attack numbers, now they should plant proper battle to any enemy fighter.
Why those stats were so bad in the first place.... I don't know :?
Imeror wrote: Fri May 16, 2025 10:53 am Just a little nuance about naval flags : Not having to capture places gives more room for free maneuver and "organic" strategy, and that is a nice thing.
As I mentioned in the second quote, don't worry. You will keep that dynamism in the existing scenarios. The flag capture feature shall be used on new material.
I just need to figure how to handle the European scenario, as the new feature may broke the "carrier area" capture.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Rimski_One
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Rimski_One »

Akkula wrote: Fri May 16, 2025 2:54 am
Rimski_One wrote: Fri May 16, 2025 1:36 am Maybe add a switch option for the F-18s to fix one of the issues?
What would be the different modes for the switch option?
The switch should be for it to be able to operate over the ground more in scenarios such as the Crimea Landings.
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

Can't radar stations be made more efficient, for example, while such radars are working, the player is limited to seeing in the fog of war, and the AI could launch missiles further away?) After all REB is now the basis of any modern warfare !Also the battle of helicopters with each other is interesting but can lead to a terrible imbalance )
https://en.topwar.ru/96918-voyska-radio ... otaet.html
https://life.ru/p/1635225
So from these decorations will still be a real advantage as well as a motive to protect this object or on the contrary to destroy that would make it easier to pass )

For example, when playing Toby's flying missions I liked that the enemy aerodrome could be destroyed or put out of action for a while and as a result the AI had to fly further away and so they had less chance to harm me ). I hope my point is clear to you and the online translator translated everything correctly ) Let the player be motivated to fight for every oil rig, hangar, aerodrome and railway station and other objects, the loss of which will lead to a shortage of resources ))))
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Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Hello guys,
Finally I decided to step back regarding the "capturable flag" ability for the ships. I will put that on hold for the moment.
I took a small break from the equipment editing and scenarios creation to clear my mind, so I did switch to unit creator mode :P
Some icons have been reworked, mostly for Russia and USA
Image

And some ship Chinese ships that were missing, Type051B, Type051C, Type052, Type053H3, etc.
Image

I am also delayed because Doom: The Dark Ages has been released last week and that's MANDATORY for me :P
Don't worry, work on 2.15 still continues :)

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Doom: delayer of all human activity since the 90s :twisted:
You are honoring a decades long tradition with this game :lol:

I generally think the icons were already nice before you reworked them, but this time I agree that the Russian corvettes really needed a bit of polishing.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Sun May 18, 2025 9:28 pm Doom: delayer of all human activity since the 90s :twisted:
You are honoring a decades long tradition with this game :lol:

I generally think the icons were already nice before you reworked them, but this time I agree that the Russian corvettes really needed a bit of polishing.
The Russian corvettes were ugly indeed. The Ticonderoga also looked not so great 8)

I am a hardcore fan of the Doom saga since 1994, I played all sort of maps and wads during the 90s and lots of mods for Doom2016 and Doom Eternal (Doom 3 is another story, but amazing game anyway). I have to say that Dark Ages is freaking amazing :D

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

Akkula wrote: Sun May 18, 2025 10:01 pm
Imeror wrote: Sun May 18, 2025 9:28 pm Doom: delayer of all human activity since the 90s :twisted:
You are honoring a decades long tradition with this game :lol:

I generally think the icons were already nice before you reworked them, but this time I agree that the Russian corvettes really needed a bit of polishing.
The Russian corvettes were ugly indeed. The Ticonderoga also looked not so great 8)

I am a hardcore fan of the Doom saga since 1994, I played all sort of maps and wads during the 90s and lots of mods for Doom2016 and Doom Eternal (Doom 3 is another story, but amazing game anyway). I have to say that Dark Ages is freaking amazing :D

Best regards,
Akkula.
Great ships Acculla )
It is clear that until you have not passed Doom with all the dlc and addons with advanced mods no updates we will not see here ))))

Soon this guy will make units from Doom too, maybe it will become another one of your business cards )))))
https://www.slitherine.com/forum/viewto ... &start=100
Last edited by bondjamesbond on Sun May 18, 2025 11:22 pm, edited 1 time in total.
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Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Don't worry, there are no DLCs and there is no mod support (for now) for the new Doom :P
I will post more updates tomorrow :)

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

bondjamesbond wrote: Sun May 18, 2025 11:16 pm Soon this guy will make units from Doom too, maybe it will become another one of your business cards )))))
https://www.slitherine.com/forum/viewto ... &start=100
We should start thinking about a Panzer Corps mod in which a small group of soldiers exterminate a horde of demons and zombies.

Panzer Corps: Doom Edition. This is one of the most unlikely crossovers we can think of :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Hello guys,
Well, I think I am at the latest stages of the naval rework. For the purpose of testing I created a WW3-Story related scenario, I will disclose info about it later.

The results were somewhat satisfactory. Large aero-naval combat took place at several places:
Image

The AI behave decently, nothing fancy, but still acceptable:
Image

I increased the range of the ranged attacks of several ships (includes attack to land targets). Although I think I went too far, so maybe I will reduce 1 point to them (cruisers like Ticonderoga or frigates Type 054 have even more!);
Image

The AI put some serious combat. Considering how limited is, even more in naval combat, I think it managed to inflict some decent losses to my fleet (mid-game):
Image

No carriers in this scenario, but air refuelling can do the trick, here we can see the iconic KC-135 Stratotanker:
Image

Best regards.
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Ah, nice!
Air, land, and now sea! MC is now totally developed in every theater.

A very long range for frigates is not that weird since a naval battle between modern navies would involve missile exchanges beyond the horizon :lol:
I can perfectly imagine recon plane trying to spot the ennemy fleet from afar while my frigates stand ready 15 tiles away with missiles ready to be launched on any target they may detect... while being constantly under the threats of ennemy subs!
We will all find out how this plays out soon :)

Akkula wrote: Tue May 20, 2025 3:57 am Well, I think I am at the latest stages of the naval rework.
I have a question about the "latest stages of the naval rework": are you talking about the full update or only the new naval mechanics?
There are some naval scenarios planned in my next campaign: I'm wondering if I should do them now and rebalance them later when the update comes out in a few months, or if I should wait if we're only a few days away from release.
Please note that I'm not trying to extort you secret informations about the planned release date of your update :lol:


I thought I would have been the first to do a naval campaign for MC, it turns out I will be the last :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Tue May 20, 2025 9:35 am I have a question about the "latest stages of the naval rework": are you talking about the full update or only the new naval mechanics?
There are some naval scenarios planned in my next campaign: I'm wondering if I should do them now and rebalance them later when the update comes out in a few months, or if I should wait if we're only a few days away from release.
Please note that I'm not trying to extort you secret informations about the planned release date of your update :lol:


I thought I would have been the first to do a naval campaign for MC, it turns out I will be the last :lol:
Actually, I am not planning to make any naval focused campaign. I think it would get to monotonous after a couple of missions.
By final steps of my rework I was referring to the topics I was discussing in the last week: new features, balance, etc; nothing more. Once finished, I will be able to focus on the creation of a couple of new scenarios before I release the new update.
Then, I will start to work on my new set of campaigns for the WW3 main storyline.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Thanks for your answer, it seems I read this part a bit too fast :lol: :
For the purpose of testing I created a WW3-Story related !!!!!SCENARIO!!!!!.

A single scenario will be helpful to see what the new naval mechanics looks like :)
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Tue May 20, 2025 3:27 pm Thanks for your answer, it seems I read this part a bit too fast :lol: :
For the purpose of testing I created a WW3-Story related !!!!!SCENARIO!!!!!.

A single scenario will be helpful to see what the new naval mechanics looks like :)
I planning to make 3 or 4.
And, of course, a couple conventional ones as well. 8)
And new units and icons improvements as usual.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

The work on 2.15 continues.
I did a major icons rework for many units.
I am also working on the second naval focused scenario, this one is fictional one. The place?, the Pacific, on the Sea of Japan and the Sea of Okhotsk, it's on early stages but I think once I managed to finish the icons improvements I will pick up the pace to create more scenarios. 8)

The US navy is sending its ships to face the Russians (I remade most of the US ships icons):
Image

The Japanese also send most of its fleet:
Image

The entire mighty Russian Pacific Fleet is being mobilized (lots of reworks here):
Image

These pictures are for showcasing, of course the units initial deployment will be scattered on larger areas of the map.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

5 carriers for the Japan-US coalition :shock:
I guess the russian player will particularly appreciate the extended fuel limits for naval aircraft and the anti-air mode :mrgreen:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Sat May 24, 2025 6:48 pm 5 carriers for the Japan-US coalition :shock:
I guess the russian player will particularly appreciate the extended fuel limits for naval aircraft and the anti-air mode :mrgreen:
Then I think these big boys will come handy:
Image

8)
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

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Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Akkula wrote: Sat May 24, 2025 8:19 pm Then I think these big boys will come handy:
Ah, excellent!
Air refueling was a very interesting feature in Falkland/Malvinas '82, which required the player to think a bit more ahead of their flight operations. I'm glad it return once more, although I'm curious to see how the AI ​​handles it.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
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