Yes, thx from me too!Richard1 wrote:Hi Akkula,
Thanks for the update.

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Yes, thx from me too!Richard1 wrote:Hi Akkula,
Thanks for the update.
Interesting... is this inspired by Chris10's work a few years back?Akkula wrote:
Actually I was inspired by your WWI big scenario and Mcguba´s Battlefield: Europe.BiteNibbleChomp wrote:Interesting... is this inspired by Chris10's work a few years back?Akkula wrote:
- BNC
He disappeared a few yers ago, never to returnRichard1 wrote:Chris 10; does anybody know what happened to that guy
Someone else is stealing my ideas now? (Why does everyone do it?)Akkula wrote:
Actually I was inspired by your WWI big scenario and Mcguba´s Battlefield: Europe.
I like the idea of a gigantic scenario to cover the whole war, but is very ambitious so I expect a LOT of work ahead. For now I am working in the terrain and names, I still have to decide the mechanics of the scenario: I want to try to be original and not just "clone" another mod into an Eastern Front one. I have plenty of ideas but I have to figure it out if they can be applicable in the game engine.
Also, I am worried a about how the game will run with this big map and the hundreds of new units my mod already have, a lot of stuff to test in the months ahead!.
Hmm... looks very promisingAkkula wrote:
Yes, you can expect. More than you might think, I tell ya...I like the idea of a gigantic scenario to cover the whole war, but is very ambitious so I expect a LOT of work ahead.
only for your information, a lot of city names have changed (mainly in former USSR), since then so you might want to double check all those if you want to make it historically correct. I had to fix quite a few in my mod, but there can still be some more.For now I am working in the terrain and names,
If you have any questions feel free to ask, I (or someone else) might be able to provide an answere. Unfortunately there are many limitations (number of AI zones to start with), but also some work-around solutions.I have plenty of ideas but I have to figure it out if they can be applicable in the game engine.
I can only share my experience: the Battlefield Europe mod has a 110x170 hex map if I am right, and it has some two thousand allied and a bit more than four hundred Axis units placed on the map. However, those obviously do not appear at the same time and the mod runs fine by hundreds of players from turn 1 to 99. (Or at least I hope so, otherwise they would have complained for sure.Also, I am worried a about how the game will run with this big map and the hundreds of new units my mod already have, a lot of stuff to test in the months ahead!.
That is because you have good ideasBiteNibbleChomp wrote:Someone else is stealing my ideas now? (Why does everyone do it?)Akkula wrote:
Actually I was inspired by your WWI big scenario and Mcguba´s Battlefield: Europe.
I like the idea of a gigantic scenario to cover the whole war, but is very ambitious so I expect a LOT of work ahead. For now I am working in the terrain and names, I still have to decide the mechanics of the scenario: I want to try to be original and not just "clone" another mod into an Eastern Front one. I have plenty of ideas but I have to figure it out if they can be applicable in the game engine.
Also, I am worried a about how the game will run with this big map and the hundreds of new units my mod already have, a lot of stuff to test in the months ahead!.
Anyway, am I able to steal your idea for the 'battlemap' tab on the briefing so that I can use it in the Mongols (and could you tell me how you added it?)
- BNC
144x144McGuba wrote:Hmm... looks very promisingAkkula wrote:will you be so nice and tell us the size of that map? just interested...
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Wish me luckMcGuba wrote:Yes, you can expect. More than you might think, I tell ya...I like the idea of a gigantic scenario to cover the whole war, but is very ambitious so I expect a LOT of work ahead.![]()
Yes, I am aware of that. I am working with a lot of maps of that period, so I expect to minimize the damageMcGuba wrote:only for your information, a lot of city names have changed (mainly in former USSR), since then so you might want to double check all those if you want to make it historically correct. I had to fix quite a few in my mod, but there can still be some more.For now I am working in the terrain and names,
Thanks for your help, for sure I will ask some info in the future, many ideas in my head.McGuba wrote:If you have any questions feel free to ask, I (or someone else) might be able to provide an answere. Unfortunately there are many limitations (number of AI zones to start with), but also some work-around solutions.I have plenty of ideas but I have to figure it out if they can be applicable in the game engine.
Luckly the game can handle those huge numbers of units, but in my case I added over 800 new units to the game, that is a lot of new png files that have to be allocated in the RAM. Time will tell......McGuba wrote:I can only share my experience: the Battlefield Europe mod has a 110x170 hex map if I am right, and it has some two thousand allied and a bit more than four hundred Axis units placed on the map. However, those obviously do not appear at the same time and the mod runs fine by hundreds of players from turn 1 to 99. (Or at least I hope so, otherwise they would have complained for sure.Also, I am worried a about how the game will run with this big map and the hundreds of new units my mod already have, a lot of stuff to test in the months ahead!.)
Also, nice work with the UI, I really like what I see.
Strange, I have no issues with mediafire, in fact over 380 downloads so farRichard1 wrote:Unable to download this from Mediafire.
So it is roughly the same size as the map in my mod (about 20,000 hexes) which means the engine should be able to handle it with no problem.Akkula wrote:144x144![]()
I think it can (my mod currently has 551 new or modified unit icon pngs), but my experience shows that the more units the AI has to move, the slower the AI turn will be. In my last playtest, when I let the AI follow the historical path and win, it had become very slow in the final turns when there were many Allied units on the map in 1945. At some point I was wandering if the game was frozen as nothing seemed to happen for a few minutes. So just do not go mad with the unit placements.Luckly the game can handle those huge numbers of units, but in my case I added over 800 new units to the game, that is a lot of new png files that have to be allocated in the RAM. Time will tell......
I also just downloaded it from mediafire and I had no problem doing so. And I happen to be in the same country as Richard1 so it might be a problem with the internet provider. Still, you can try to upload it to sendspace.com or dropbox.com as well.Akkula wrote: Strange, I have no issues with mediafire, in fact over 380 downloads so far
Maybe I can upload it in another server also, do you have any suggestion?.
GreatMcGuba wrote:So it is roughly the same size as the map in my mod (about 20,000 hexes) which means the engine should be able to handle it with no problem.Akkula wrote:144x144![]()
Thanks a millionMcGuba wrote:I think it can (my mod currently has 551 new or modified unit icon pngs), but my experience shows that the more units the AI has to move, the slower the AI turn will be. In my last playtest, when I let the AI follow the historical path and win, it had become very slow in the final turns when there were many Allied units on the map in 1945. At some point I was wandering if the game was frozen as nothing seemed to happen for a few minutes. So just do not go mad with the unit placements.Luckly the game can handle those huge numbers of units, but in my case I added over 800 new units to the game, that is a lot of new png files that have to be allocated in the RAM. Time will tell......However, if you are planning to make it a Soviet scenario the opposite should apply as the Axis AI should have less and less units as the war goes on. By the way will it be a Soviet scenario/campaign at all?
Also you can try using Process Explorer, small monitoring program which lets you know how much resources (memory, CPU usage, etc.) a program uses while running. It proved to be quite useful for me when I was testing my mod. It clearly shows when PzC reaches the "danger zone" i.e. 1GB memory usage, when a crash to desktop becomes a serious risk.
https://technet.microsoft.com/en-us/sys ... 96653.aspx
When monitoring the game running it appeared that it is not really the graphics filling the memory, but rather the animations which are all stored in the RAM once loaded. And if you have lots of different units on the map it means virtually all the attack animations are loaded one by one as you play. Anyway, it is almost certain that you will also need to use the /nocache switch in the end which eliminates this problem.
I also just downloaded it from mediafire and I had no problem doing so. And I happen to be in the same country as Richard1 so it might be a problem with the internet provider. Still, you can try to upload it to sendspace.com or dropbox.com as well.Akkula wrote: Strange, I have no issues with mediafire, in fact over 380 downloads so far
Maybe I can upload it in another server also, do you have any suggestion?.
Hi Akkula,Akkula wrote:Strange, I have no issues with mediafire, in fact over 380 downloads so farRichard1 wrote:Unable to download this from Mediafire.![]()
Maybe I can upload it in another server also, do you have any suggestion?.
Best regards.
Darn. That's a lot more than WWI (currently sitting at ~250). Then again I have been contributingAkkula wrote:Strange, I have no issues with mediafire, in fact over 380 downloads so farRichard1 wrote:Unable to download this from Mediafire.![]()
Maybe I can upload it in another server also, do you have any suggestion?.
Best regards.