"Kaiserschlacht" WWI Mod v3.3 (Mar 5, 2016)

A forum to discuss custom scenarios, campaigns and modding in general.

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What do you think should be done following the end of development for the WWI campaign?

Napoleonic Wars Campaign
50
22%
1870 Franco-Prussian War Scenario
15
7%
WWI Entente Campaign
28
12%
WWI Central Powers Grand Campaign
65
29%
1914-1945 "Combined" Campaign
58
26%
WWI Single MP Scenario (Western Front)
5
2%
WWI Single MP Scenario (Eastern Front)
5
2%
 
Total votes: 226

steelwarrior
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by steelwarrior »

Cool Stuff, man - keep it up ;-)
How about a world map campaign of WWI?
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by BiteNibbleChomp »

steelwarrior wrote:Cool Stuff, man - keep it up ;-)
How about a world map campaign of WWI?
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).

However, I have added Chinese and Jap flags if anyone wants to add a 1914 Battle of Tsingtao scenario. Can't remember what they will be listed as in the editor, but if someone is interested I'll work it out.

- BNC
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by steelwarrior »

Cool stuff...Uhm stupid question - how to make the mod run? I copied it to the mod folder but did not work...
Anyways awesome campaign and thanks for your effort!
Last edited by steelwarrior on Sat Nov 29, 2014 8:54 am, edited 1 time in total.
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by BiteNibbleChomp »

Load the folder into the Mod folder (load the one inside the zip file called 'WWI GOLD v2.0') and then enable it with GME.

- BNC
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by steelwarrior »

Thanks ;-)
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by steelwarrior »

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?
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by BiteNibbleChomp »

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 event relating to Serbia comes around Turn 14.

Russia - what cities did you go for?

PP - It's set low so that it is very hard to launch a major offensive in France. If you can get a line of MG '14s backed up by 6-7 Medium Cannons, France becomes much easier to hold. The cash for breaking the blockade comes in handy here (1k)

Fleet - kill with subs.

France surrendering 80 times? I reckon its some form of script overload, especially if you've caused the USSR, Poland or Czechoslovakia to form.

- BNC
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by steelwarrior »

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...
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by BiteNibbleChomp »

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...
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.

Didn't think anyone would get to Petersburg - historically the Germans made it a little further than Riga before the October Revolution.

In the trenches, I am mostly limited by the AI's stupidity in what can be done when a breakthrough occurs. Instead I just made it a massive fortress, but the French seem incapable of understanding that to not die, just STAND THERE AND DON'T RANDOMLY ATTACK! Also, I am not a fan of really large maps with 200+ units to deal with, so I won't be expanding the map. However, if you want a more detailed campaign, play the main campaign that appears when you press new game. This is designed to be more like a WWI version of the base PzC game, with the travelling cores and stuff.

Also, rather than beta testing this mod any further (it is finished now except for maybe a patch to kill some bugs), would you be interested in testing the Mongol mod?

- BNC
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by steelwarrior »

Sure ;-) I´ll beta test...
You did a good job with this mod - the other one was just a dream ;-(
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by BiteNibbleChomp »

steelwarrior wrote:Sure ;-) I´ll beta test...
You did a good job with this mod - the other one was just a dream ;-(
What other one?

- BNC
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by steelwarrior »

My suggestions ;-) - but of course it is you who decides ;-)
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by Micha63 »

Great Project, i"m very interested.I was a couple of years of from Panzercorps. Could anyone help me to get the ww2 mod to work.
What i have to do ?
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by Micha63 »

Hello, i made it to get the game to work and after playing a couple of rounds i was Close to loose my mind.
Cant say how manny ww1 games i have purchased and i was never happy. After playing this mod i must confess
thats the game i was surching for. Thank you 1000 times for it, great work :D :D :D :D :D
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by hs1611 »

Finally started playing this MOD. Grand Campaign, not the big European Map.

Must say, the 1st scenario, Schlieffen Plan, really gives you a WWI feel.

Very narrow front, strong enemies, you have to sacrifice your units to open a breach and then exploit it.

It is much different from the regular PzC experience, and I am really enjoying it. Thank you very much.

I have just one question, so far, what's the maximum CORE size for this MOD?
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by BiteNibbleChomp »

hs1611 wrote: I have just one question, so far, what's the maximum CORE size for this MOD?
I think Mons18 lets you have 32, UK18 lets you have 35.

Also, glad you liked it :D

- BNC
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by captainjack »

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.
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by hs1611 »

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.
I could deploy mine. It just wasn't possible to refuel it, so I used the fuel cheat...
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by captainjack »

hs1611 wrote:I used the fuel cheat
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.
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Re: "Kaiserschlacht" WWI Mod GOLD Edition (11/11/14)

Post by BiteNibbleChomp »

captainjack 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.
You do realise that the Reims one is the Marne battle that stopped Germany from winning the war in 1914 :twisted: .

In Brusilov, I have found that the Albatros bombers are quite useful (and then the Gothas in Cambrai), they can do some decent damage to the Russian artillery which can't be reached on the ground due to 100 units being in the way. 8)

Also, I have found enough stuff to fix that there will be a v2.1 at some point, I just don't know when yet. And maybe I should add some stuff following uk18?

- BNC
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