USMC Campaign v0.9, released 25 Mar 2012

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bebro
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by bebro »

Thx for the feedback again :)

To answer your points:

1. The basic idea to separate US Army (here with US flag) and USMC was that both use different equipment, or different versions and/or introduced theirs at different points in time. As this is played from the USMC side, I didn't want to give the opportunity to have a core mixed of USMC, army, army air force or even navy units.

So there's certain stuff you should not be able to buy, since the USMC never used it. But many of the ops depicted were combined between several branches, so somehow army, navy had to be kept in.

So the core is restricted to USMC equipment, the rest is aux, and to achieve that, the USMC is basically made a separate "nation" with a new flag, own unit set etc.

You can bring up the purchase screen for allied nations specified in a scenario, so for US (=army) too, but if it is impossible too buy them all works like it should.

2. Re length, too much moving: I agree somewhat, but it was also a bit of a dilemma. The main problem is map size + mostly difficult terrain. The latter is part of the challenge in the Pacific, so the other way to reduce length/movement would be to make maps smaller.

I fully understand that in some scns people may think it is too long moving etc, but if I reduce map sizes significantly for example for Saipan or Guam I was afraid things would get too easy. Because then you'd probably "storm" over the defenses in no time, but difficult moving, and slowly reducing enemy positions played certainly a major role in the PacWar, and I wanted to capture that.

In short, this is not intended to be so fast-paced, I only hope that I didn't overdo it, and made it too tedious. I have to warn you a bit though - the last scn on Okinawa is really huge and long (maybe too big), and you have to locate the main defenses first. I even thought to break it down in two sncs, but then left it in one. It would probably worth to think over this again, but redoing all the later scns would be quite some work.

Personally I also found some of the vanilla scns a bit too smallish, but yeah - there's certainly a downside when you "grow" them too large, more movement, more time-consuming.
RobertCL
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by RobertCL »

Hi,

I have just finished Guam and began Peleliu (here we can place units direclty on adjacent hex to coasts because the player won in the previous scenarios I guess and the landings became easier as it was historically).

I just regret the Paramarines cannot be paradropped so I really wonder why this unit is purchasable.

As I said I played at Sergeant level, far too easy (it was just because I was blocked at scenario 4 at Leutnant level), I said it was long because AI almost never reacts except close infantry and AD units (Japanese air units are all dead after 1 turn because strnegth of 5 like their navy BTW).

I know the campaign depicts USMC but we really need a campaign depicting not only ground but also air and naval battles.

I perfectly understand why only USMC units are purchasable.

BTW Puma designed an excellent icon of Japanese submarine...
bebro
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by bebro »

RobertCL wrote:Hi,
I just regret the Paramarines cannot be paradropped so I really wonder why this unit is purchasable.
My idea would be to give the player the chance to use air TP when he has taken an airbase in those later scns - but unfortunately right now the game doesn't support this (only pre-set air TP). Maybe that feature gets added with 1.06/AK.
As I said I played at Sergeant level, far too easy (it was just because I was blocked at scenario 4 at Leutnant level), I said it was long because AI almost never reacts except close infantry and AD units (Japanese air units are all dead after 1 turn because strnegth of 5 like their navy BTW).
Yeah, that is a bit of a prob with the AI - it seems to calculate its chances and attacks only when the enemy is not too strong. I had this in vanilla too (for example, Allies hardly ever attack strong 14-15 pt. units, like Me 262 with own fighters or so). Since 1.06/AK is advertized with having improved AI we'll see how it goes there.

Re air forces, there's also an historical aspect to it. Late-war, the allies were mostly superior, and systematically destroyed Japanese air power on islands etc they planned to invade weeks before those invasions started. Often what was left in aircraft was flown out by the Japanese before the landings to cut losses, so in the actual invasion there was not much opposition in the air anymore. Notable exceptions were Philippines 44 and Okinawa 45 with intense air battles over a longer period.

Dunno if you are interested, but in the IJA campaign I'm making things will be reversed, so you have to face strong Allied air forces from mid-war onwards, and they get reinforced regularly throughout many scenarios, so are not only present in the beginning.

As for naval battles, yeah, in general I absolutely agree that it would be a nice-to-have thing, esp. for anything playing in the Pacific. I left it out for several reasons - balance, naval combat engine, how the AI copes with it, etc. I hope that once PzC gets a Pacific expansion or DLC there are enough features added in the naval field for such scenarios.
RobertCL
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by RobertCL »

Peleliu

Excellent scenario!

Iwo Jima

Superb look, close to reality historically (Mount Suribachi).
I like the Japanese canons (cupola) + the big US carriers and battlecruisers icons.

I also took a look at the library to see that some tanks were also arty units, there you also clearly explain how aircrafts can get repaired on airfields and the units upgrade process throughout time. Nice work!

In short we need the Long Tom cannons in numbers (they are more efficient than the ships) + Engineers with flame-throwers and a B25 as heavy bomber to soften AD units and neutralize VHs.

The player has to split his forces to handle the two big fortresses, this is the key for success in this scenario.
A few more turns and Iwo Jima is mine...

I am curious to see Okinawa!

Why don't you use Zero (Zeke) as Kamikaze units to attack ships and any other units ? AI problem ?
bebro
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by bebro »

Thanks :)

About Kamikaze, I thought of including them, but didn't figure out how to do it best yet, since they would be "one-use" only, and should get destroyed in their attacks.

Arty and B-25 are a good combi indeed. Ships don't destroy much in coastal bombardment, but in tandem with tac bombers it can be very effective too. I often suppress AA guns first by naval gunfire, then send in tac bombers to take them out once they're red. When the AAs are out the rest becomes easier.

One thing about Okinawa: you get reinforcments during the scenario to deal with the separate island north-west, so you don't need to commit any of the starting units there. It is mentioned in the briefings, I'm just wondering if it should be made more clear.
RobertCL
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by RobertCL »

About Kamikaze, I thought of including them, but didn't figure out how to do it best yet, since they would be "one-use" only, and should get destroyed in their attacks
In my PeG-WW2 e-file I just put 1 point as air defense and only 1 as ammo:

Image
One thing about Okinawa: you get reinforcments during the scenario to deal with the separate island north-west, so you don't need to commit any of the starting units there. It is mentioned in the briefings, I'm just wondering if it should be made more clear.
Good to know it because at turn 4 I had already sent units in the North!
alex0809
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by alex0809 »

Kamikaze attacks as a 1-ammo infantry is actually a very good idea I think... or maybe not so much Kamikaze but "banzai" attacks (even if it's not a unit but a tactic, I think the game is so abstracted anyway including something like this would be fun) :P I don't know so much about their tactics. But simulating a banzai-attack with a 1-ammo unit that CAN finish off a weak enemy unit but is out of ammo and thus doomed against stronger units seems very logical to me.
RobertCL
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by RobertCL »

Yes Kamikaze is a tactic not a unit name as such, indeed.
The same tactic was used by small boats too!

Okinawa

Excellent idea to have the ANZAC/Australian/British forces to conquer the isolated island!

I made a mistake, I put too many units in the South whereas they would be more needed in the North now!
I shall win but I shall waste a lot of time in transport time!
bebro
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by bebro »

Interesting idea with the Kamikaze unit. Hadn't thought into that direction so far. I always hoped that with a patch or AK there would be some option introduced to make a one-use unit, like a rocket or Kamikaze. No idea if they really implement that, but would be nice (I made the suggestion a while ago)...

re Movement, when doing the update after AK is out I could modify Okinawa so that the player does not have to take the VH on the most northern tip of Okinawa - this would reduce the moving somewhat in this particular scn. By the time a player reaches this point the areas with most significant fighting should be taken anyway.

Okinawa will also be the last scn in the Japanese campaign, unless the player made one of the ahistorical victories. I will probably modify it there, cutting off a part of the map though - so it becomes smaller.

I can't wait to see what modding options AK brings :)
RobertCL
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by RobertCL »

Hi Bebro,

I finaly finished Okinawa, I got a marginal victory, impossible to get a DV because I did not split my forces properly at the beginning of the scenario.
Too many units were sent to the South and it was painful to bring all units to the North (including carriers).
I moved my carriers too late and I realized too late there were no airfields enough in the North so I lost 4 fighters just by lack of fuel...

I took too much time just to move units, this greatly decreases the fun to play.
Setting 45 turns for a scenario is far too long.

I thing your idea to split Okinawa into 2 scenarios is definitely the way to go.

I played at Sergeant level, far too easy I admit (you say at the beginning of the campaign it was designed to play at Colonel level).

All in all I like the campaigns, great icons, great maps but I repeat too much time just wasted to move units (and not only in Okinawa).

But great job, this is the main message!

Yes please improve the Japanese infantry icons (those with caps, not helmets, because it just looks like German mountain units colored in brown).

Keep me informed when your Japanese campaign is ready.

I hope the new version of Pz Corps will not destroy your works here, the non compatibility of modded campaigns with new patches is well known here (hopefully it seems Slitherine took this problem into account in order to avoid this in the future)!
For instance I cannot play the Red Dawn campaign because I do not own the first DLCs! I hope the new version 1.6 including AK improvements will solve this.
bebro
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by bebro »

Thanks Robert :) I'm glad you liked it overall, despite the points you mentioned (too much movement etc.) I'll see what I can do to adress these point in a further update. I took the lessons certainly into account for the Japanese campaign, like there is no super-large/long scenario in there.

The only real headache I have now is the Japanese inf gfx - my first tries "improving" them I starteda while ago weren't much of an improvement, but there's still enough time...

As for compatibility issues - I hope they're a thing of the past now, and remain limited to earlier patches. But let's see how it goes with 1.6/AK :)
kirk23
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by kirk23 »

May I say that the art work for this mod is superb,the colours of the units and the fact that the images are so clear and defined,as a budding artist myself I really have to say the art work is the best I have seen for Panzer Corps!
bebro
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by bebro »

Thx for the compliment, I answered your PM :)
RobertCL
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by RobertCL »

I agree, artwork is awesome.
The sea, the sand and the jungle are perfectly designed.
The unit icons are excellent and the campaign is pretty well designed, this is a lot of work!!!

Having worked a lot myself on PeG-WW2 Pacific Theatre I know how much time is needed (and I had not to design maps!).

One of the best user-made campaigns for Panzer Corps indeed!
alex1960
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by alex1960 »

Sorry for my bad english!

This is my first post.

I made a little mod that allows units to receive awards (Purple Heart, Bronze Star, Silver Star, NAVY and MC Medal, NAVY Cross).

Preview:
Image
Image
Image

Download link: http://www.sendspace.com/file/lc1pwb (129 kb)

How to istall:
Jast copy (overwrite) files from archive to USMS Redux Folder.
bebro
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by bebro »

Thank you both for the comments :)

Alex, nice work with the medals. I had included some of El_C's, but probably did not set them up correctly. It was a quick and late addition, not much tested.

If you agree, I'll include your mod in a future update. I only might edit the gfx so that the medals get transparent backgrounds.
alex1960
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by alex1960 »

bebro wrote:If you agree, I'll include your mod in a future update. I only might edit the gfx so that the medals get transparent backgrounds.
Yes, I definitely agree.

Great Thanxxx!
ElIndio
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by ElIndio »

Downloaded and installed the USMC Campaign last night, it looks epic and a nice change to be in the Pacific Theatre etc.

Very much looking forward to playing it. :D

I just need to find the time though, as currently I have a vanilla campaign up to Stalingrad on the go, A DLC campaign on the go up to 1940, and the Afrika Korps campaign to start.

Not to mention several multiplayer maps... :lol:
Ronno
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by Ronno »

Hi Guys,
I love the way you’ve translated the old Panzer General into a game that can be enjoyed on Windows 7. It is regrettable that many good old games can no longer be accessible under Windows 7 which is a big disappointment.
I’ve tried to follow the directions in this forum on how to install the GME and Pacific Scenario files onto my computer (see below) but my game will not work. I’ve use the following folders set up on my machine, with the column on the left showing where I placed what I understood to be the GME files, and the right showing what I understood to be the scenario files:

Unfortunately my screenshots don't appear here but I've attached a Word document that will show the layouts I'm using.

When I run the GME program it recognises both the USMC Redux and British Campaigns. I can hit the activate button for USMC Redux or the British Campaign (I only activate one scenario at a time) but when I run the Panzer General game program there are no additional scenarios offered in the start window, and none of the other standard campaigns work either.
Perhaps you could guide me further by using the above folder structures to describe how my configuration should look? I enjoyed the early Pacific General and would love to experience the Redux version. I hope you or any of the forum members can help.
Razz1
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Re: USMC Campaign v0.9, released 25 Mar 2012

Post by Razz1 »

Have you clicked on the folder on the right called more campaigns?
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