
How about a world map campaign of WWI?
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
No point in adding all the extra lands. It will just slow the game down. Apart from Europe, there was only East Africa (whole war) and a couple of sea battles in 1914, so I won't be adding a whole scenario (unlike WW2 where all of the world basically was being fought for).steelwarrior wrote:Cool Stuff, man - keep it up
How about a world map campaign of WWI?
The event relating to Serbia comes around Turn 14.steelwarrior wrote:Hey there,
really great mod - I encountered a bug though France surrenders and I plunder 700 PP is being triggered again and again...will give more feedback later
I did not have an event, when I conquered Serbia either...
Did finish of Russia - was quite some fun...
I wish for much more PP per turn - the AI on highest difficulty and 200% Prestige seems to do fine - they can throw a lot of units at me. But I have hardly enough to replace losses from the trench warfare - so there are only ver few units in action - but that does not give me the feeling of a large war...so more prestige and mor units would be awesome...also maybe making Europe a bit bigger - would give more space for more units and more maneuvers...more feedback coming in...
Getting chased and shot at from the enemy fllet all over France - mayber their ability to do damage to grounf units should be nerfed a lot - same for the WWII scenario...or their range nerfed?
The Serbian event is only supposed to fire if you conquer them entirely by March 1915 (~Turn 12), and if you manage this you should get Italy in the war.steelwarrior wrote:No event for Serbia appeared
Russia - I took Minsk, Riga and Saint Petersburg. Fleet I got my 1k PP
The overall experience for this mod is awesome - close to Strategic Command WWI or Comander the Great War.
It is very tight and exciting - one major mistake and loosing of a unit can mean getting overrun...
So great job alltogether!
Just my wish is for a more epic feeling and longer campaign. So more units and hexes in Europe would be great and lower attack values and higher defense values for all units (artillery, infantry and even planes and tanks) would add up to the feeling so that the attacker would need to amass and loose lots of units to create a breakthrough and the defender would have enough unist to close that breackthrough straight away. That would recreat the WWI feeling for me best - very high losses on attacks- breakthroughs straight away closed again - but lots of units involved. And as time passes even higher values for defense with every unit upgrade.
With lots of units and PP so that every side can at least two hexes deep trenches and artillery that does rather supress than destroy - it would need a lot of effort to break through and one would need to keep units alive (and gain XP and oversttength) plus all units work together (tanks, planes, artillery and amassed infantry attacks with high losses for the attacker) to move the trench...also in Russia I won cuase they did not have enough units to guard their cities - so I just out maneuverd them - with more units that would not have been possible so early (turn 20 they surrendered).
Thanks for the great mod anyways - by the way I would suggest at least 150 core units per side with a bigger European land mass and 4-6x the prestige - to be able to replace losses quickly and a rebalancing with higher defense and lower attack values - especially for inf and artillery - a bigger range for artillery and less damage done to ground units by ships -plus the possibility to buy ships - should make a perfect WWI feeling with some beta testing- I am willing to beta test...
I would than also extend the timeline of the campaign just add some growing uprisings against the war from time to time that need to be put down...also PP per turn should be increased over time as upgrades and new unit get more and more expensive...
To get the tech more interactive there could be events where we areasked if we want to invest a certain amount of PP in a tech and then get unit upgrades a bit earlier...
What other one?steelwarrior wrote:SureI´ll beta test...
You did a good job with this mod - the other one was just a dream ;-(
I think Mons18 lets you have 32, UK18 lets you have 35.hs1611 wrote: I have just one question, so far, what's the maximum CORE size for this MOD?
I could deploy mine. It just wasn't possible to refuel it, so I used the fuel cheat...captainjack wrote:On the second scenario I couldn't deploy the zeppelin - you might want to check if the airfield actually is an airfield. Other than that, it's been very good so far.
Now you mention it, yes I could deploy but had fuel warning hexes all round, and I didn't think of using the Fuel cheat.hs1611 wrote:I used the fuel cheat
You do realise that the Reims one is the Marne battle that stopped Germany from winning the war in 1914captainjack wrote:A nice update from version 1.2. I'm just about to face Arras 17, my most challenging scenario to date.
The mobile artillery adds a lot and I particularly like the Fahrpanzer. I know it was a real unit, but it looks like something from a late Victorian steampunk novel. Brilliant!
I went through Romania and Russia. I'm glad I took the two fighters with me to Brusilov - I almost didn't bother, as in 1.2 the Russians had no aircraft. They also did a great job of protecting the Zep in Verdun. Verdun is my favourite so far , with the twin challenge of blasting the fortresses to rubble while still doing some real combat. My least favourite (bearing in mind I haven't yet played Arras 17 or Mons 18) was the one with the attack on Riems, as the French counter attack formed around my lead units, wiping out 2 and severely damaging another three units. I effectively lost about four turns pulling back and reinforcing and missed Victory by a turn!
On the second scenario I couldn't deploy the zeppelin - you might want to check if the airfield actually is an airfield. Other than that, it's been very good so far.