demyansk wrote:I love this mod but I do use the cheat for getting prestige!!! I am still going to get beat, I did capture Moscow and Leningrad, Rostov, Kursk, Alexandria, Jerusalem but next time I play it will be at lower level. The airpower kills me, allies very strong
About air power, leaving a few fighters in France usually end badly, even if they are quality fighters?
I suggest to either move all your aircrafts out of France to the eastern front or to the Mediterranean (and maybe put some more AA units in France), or to do the opposite and put as much as aircraft as you can in France supplemented by lots of AA guns to fight the allied planes.
Personally I prefer the first option as I have a lot to do with my aircrafts on the eastern front and in the south. Moreover my ground force can make the most of the aircraft support, while England is like a safe haven for the allied planes, unless you plan for a Sealion operation, which looks difficult early on.
Thanks, it has been a pleasure. Please note, that even though I made most of the work like the map, scenario and campaign design and many of the new or modified units, this mod is the result of a collective effort of this brilliant community here, for example the majority of the aircraft icons (including the Bf 109) were originally created by bebro and not me. And the custom sounds are taken from VPaulus' sound redux mod. Obviously all credit is given to them in the readme and the credits in the library of the mod as well.
Of course, I read the credits, so thanks to all the people involved to put this fantastic piece of work together.
Although I'm really enjoying it, I'm getting battered on the Eastern Front - its winter 1941/42
Akkula wrote:I have the steam version, but what I did was much simpler. I just made a desktop shortcut to the executable file and added to it the /nocache line in properties. Since then I just run the game from the shortcut.
Hi Akkula, that's a great idea! Maybe you could help me do that? I launch the game from my Steam library where I have many other games.
Thanks
I am still playing and the one thing I like about the game is the partisans. They really highlight the destruction of logistics and how it's absent in most strategic games.
Akkula wrote:I have the steam version, but what I did was much simpler. I just made a desktop shortcut to the executable file and added to it the /nocache line in properties. Since then I just run the game from the shortcut.
Hi Akkula, that's a great idea! Maybe you could help me do that? I launch the game from my Steam library where I have many other games.
Thanks
Search for the drawer: C:\Program Files (x86)\Steam\SteamApps\Common\Panzer Corps
Locate the PanzerCorps.exe, not the autorun.exe), right click on the PanzerCorps.exe and choose create desktop shorcut.Or maybe it is named "send to desktop" Alt-Tab back to your desktop
Right click on the newly created PzC icon, then choose properties, then the Shorcut tab
Edit the Target of the icon to add /nocache at the end of the line:
Akkula wrote:I have the steam version, but what I did was much simpler. I just made a desktop shortcut to the executable file and added to it the /nocache line in properties. Since then I just run the game from the shortcut.
Hi Akkula, that's a great idea! Maybe you could help me do that? I launch the game from my Steam library where I have many other games.
Thanks
Delta66 explained just as it is :
Delta66 wrote:
prince_blucher wrote:
Akkula wrote:I have the steam version, but what I did was much simpler. I just made a desktop shortcut to the executable file and added to it the /nocache line in properties. Since then I just run the game from the shortcut.
Hi Akkula, that's a great idea! Maybe you could help me do that? I launch the game from my Steam library where I have many other games.
Thanks
Search for the drawer: C:\Program Files (x86)\Steam\SteamApps\Common\Panzer Corps
Locate the PanzerCorps.exe, not the autorun.exe), right click on the PanzerCorps.exe and choose create desktop shorcut.Or maybe it is named "send to desktop" Alt-Tab back to your desktop
Right click on the newly created PzC icon, then choose properties, then the Shorcut tab
Edit the Target of the icon to add /nocache at the end of the line:
Thanks. I will add the steam support to the readme of the next version. I am still using the non-steam version on my laptop and only had the steam version on my home computer, but currently I am far far away from home...
Following Delta66's suggestion the next 1.4 version will come with some more information on the rule changes and with some tips and hints in the in-game library. Here is the draft version of the rule changes section. If there is anything else you would like to add to help to orientate the new players, please let me know:
Game rule changes
Since much of the campaign takes place in the same scenario (Barbarossa and beyond) and thus the player cannot benfit from the cheaper replacements and extra prestige awarded in between the scenarios I made a few important changes for gameplay reasons:
- experience of green replacements is now 50 instead of 30 to make the cheapest green replacement less painful when the player is low in prestige points (which will likely happen quite often)
- elite replacements cost 75% of the full price instead of 100%
- capturing victory objectives now adds 150 prestige instead of 100
- capturing certain key objectives such as Leningrad or Malta will generate extra prestige
- first random hero can appear after 30 kills instead of 50%
- prestige soft cap is not used - due to expensive core naval ships messing up the soft cap
Unit stats changes
The mod mostly uses deducter's stats from his 'GC Unit Revisions Mod'. This mod aims to make the vanilla stats of PzC more accurate historcally. Most notably, Axis artillery units are more expensive, so as most high end 'wonder weapons' such as the Tiger II or the the Me 262. Additionally, Axis artillery units are no longer in the same upgrade family. Historically the main German artillery piece was the 10.5 cm one, and there were about four times more of these than 15 cm ones throughout the war. I wanted to reflect this as much as possible, so if the player wants to upgrade, he has to pay a lot for it.
The stats of most ground units are standardized i.e. units having the same type of main gun now have the same hard and soft attack values. Also most inconsistencies are fixed and the range of artillery units is standardized: e.g. the in-game firing range of the Sturmpanzer I (max effective range less than 5,000 m) no longer exceeds that of the 7.5 cm FK 16 nA (max effective range: 12,300 m). The stats of some air units are changed as well to make air-to-air and ground-to-air engagements more balanced. Fighters (due to their speed and maneuverability) and strategic bombers (due to their high level of flight) are now somewhat more resistant to anti-aircraft fire
However, in some cases I had to further revise deducter's stats for gameplay or other reasons. For example I changed the availability of the second level of German infantry from 1943 to 1944. Historically, advanced weapons like the Sturmgewehr 44 (assault rifle) or Panzershreck (bazooka), which made these units superior, only became available in numbers from early 1944. (The German 90 mm Panzerschreck was based on captured American 60 mm bazookas, so the Allies should have units equipped with these effective anti tank weapons earlier.)
Limited unit information
Following Chris10's original idea, I limited the available information on enemy units: the actual amount of ammunition and fuel of the enemy units is no longer visible when the player hovers the cursor over them. In WW2 it was impossible to know how much fuel and ammunition the enemy had at any given time, and it should be like that in the game as well. Only the maximum ammo and fuel of the unit is known and the player has to make guesses about the actual numbers. However, due to game engine limitations, the same applies to the player's units. So in order to learn how much fuel and ammo the Axis units have the player has to select the given unit by (left)clicking on it. This will reveal the actual numbers in the left unit information window. Since the player cannot select enemy units, their actual ammo and fuel will remain hidden.
New units
This mod adds a large number of new units, mainly for the Axis Minor nations, as the equipment of these nations was largely neglected in the stock game. Some of these units are the equivalents of already existing German or Allied unit types, others are completely unique designs, such as the Hungarian produced tanks. The Battlefield: Europe MOD adds a unit specific land transport system, i.e. each artillery and towed AA and AT gun has its own historical tractor and some obsolete artillery guns can only be towed by horse transport. Be aware that when upgrading to a larger gun, in most cases its tractor has to be upgraded to a larger one as well. Several sub-types for certain units such as the Bf 109 G and the Fw 190 A are also added. Thus the Bf 109 G, which was the most produced version of that plane, now has the G-2, G-6 and G-14 variants with increasing stats.
Naval changes
Naval units can now move two times faster than in the stock game and their spotting and firing range is always the same. It makes the AI somewhat more clever when it comes to naval battles. Also, the max ammo of Axis naval units is greatly reduced e.g. U-boats have max ammo = 7. (The typical German U-boat of the time, the Type VII, carried 12-14 torpedoes and I calculated that two torpedoes are used in an average attack - and the unit's animation also shows two torpedoes being fired.) It makes naval warfare more interesting as the player sometimes has to take those units back to a port to replenish their ammunition. On the other hand, Allied naval units still have higher max ammo as the AI, as of today, is just too dumb to take ships back to a port for repair or resupply. (This can also simulate the naval superiority of the allies, who could replenish their ships and submarines at sea from supply ships.)
Naval mines
There are both Axis and Allied naval mines in this mod. For game engine limitations naval mines are in effect submarines, so they are best avoided as far as possible. They are hard to spot or destroy, and they can attack other naval units on adjacent hexes, but cannot move. The Allies might deploy some more naval mines as the war goes on, so watch out! Some of the more important ports are protected by minefields and the huge naval minefield around England is also simulated.
Submarines
Note that in this mod U-boats/submarines were made multipurpose, following IceFlame's original idea. There are three modes: surfaced, submerged and dived. On the surface U-boats can attack with their deck gun and can move at maximum speed, but are very vulnerable to air and naval attacks. When submerged (to periscope depth) they are less vulnerable, but much slower. When dived (to crush depth) they have maximum defense against naval units and are invulnerable to air attacks, but they slow down to minimum speed and cannot attack other units. The different modes can be changed with the switch button, just like with other multipurpose units.
Multipurpose units
In the stock game it is very difficult to differentiate multipurpose (switchable) units from normal ones. Thus I added a small unit switch symbol to the bottom right of all multipurpose unit's icon. Note that some units, in addition to submarines, were made multipurpose in this mod (most notably the Italian Semovente assault guns).
Allied reinforcements
The Allies cannot purchase reinforcements in this mod as the player can, i.e. near any Allied owned city. Instead, the Allies will get pre-determined reinforcements on a regular basis which will appear in their hinterland. The number and type of these reinforcements reflect their historical number and type. Obviously, as time goes on the Allies will get more advanced units. Most Soviet reinforcements will appear in the Ural Mountains and these will travel to the frontline on their own. Western Allied reinforcements will usually appear somewhere in the open sea as part of the major operations and then they have to land before they can move against their objectives. New Allied aircraft will also regularly appear over the island of Malta, as long as it is owned by the Allies. Note that if the Allies lose certain key objectives, such as Moscow, Leningrad or any of the oil fields, they will get less reinforcements from that time, as long as that objective is held by the Axis.
Partisans
Just as historically, partisans are an ever-present annoyance in this mod. Partisans will spawn at random times and places, but their overall number and strength will gradually increase. Most partisans will appear in Yugoslavia and in and around the huge Pripat marshes in the Ukraine and Belarus. Some partisans can appear in other areas, such as France, Norway or Poland, while other areas, such as Germany or Hungary, remain safe throughout the war.
Hello Akkula, yes he did, and most helpful it was too. Thank you for replying anyway!
Delta66 wrote:Search for the drawer: C:\Program Files (x86)\Steam\SteamApps\Common\Panzer Corps
Locate the PanzerCorps.exe, not the autorun.exe), right click on the PanzerCorps.exe and choose create desktop shorcut.Or maybe it is named "send to desktop"
Alt-Tab back to your desktop
Right click on the newly created PzC icon, then choose properties, then the Shorcut tab
Edit the Target of the icon to add /nocache at the end of the line:
That was an intense campaign, I had about 700 saves of it after I was done (That's getting into GTPG levels! ).
On the 99th turn, the Soviets had long since been completely obliterated, and the entirety of North Africa/Middle East/Italy was in my control (I even got Gibraltar ). The last infantry unit from the D-Day landings had just been destroyed after a long bloody struggle in the bocage (I lost more tanks in there in 10 turns than against the entire conflict with the Soviets). The Allies' airforce had been obliterated by my experienced pilots, some of whom were now flying jets! The Allies' ships were almost completely destroyed, save for those hanging out in the Atlantic, by my numerous strategic bombers. I was ready to start my invasion of Britain, but had no time left to do it (later I loaded a save game and cheated to get more turns, and I conquered Britain on turn 122).
My best moment was when a Volksstrum unit got a rugged defense against a sherman and destroyed 4 steps for 1 step loss
But the most annoying thing was that the Allies would go out of their way to use merchant ships/tankers to scout out my submarines ! The bastards!
If I were to play this again, I would definitely focus on taking out Britain first, as they're really a huge pain later on (plus this would give me a shortcut to Baku and Stalingrad through the Middle East!)
I really liked the historical feeling the mod had (except for only being able to make Volkssturm units, that was evil! ). Good job!
Maybe had some explanations on the special status of Malta and Gibraltar, as it is a significant change from the vanilla game. Initially, I think, they work as Fort+Airfield+Port combos for the Allies, then as Airfield+Port once captured for the Germans. I don't remember for sure if Gibraltar also works as an airfield for the Germans.
Clarify that the Karl Gerät special rail Mortar cannot be repaired (unless I'm wrong of course, I haven't played the mod for a month or two and memory fade).
WOW! I don't think ever had (anywhere near) that many saves if you don't count overwrites.
I didn't think I had that many either, until it told me when I tried to delete them all at once. They add up if you save multiple times a turn. I would save about 6 times a turn, one for my air defense of Europe, one for Afrika Korps, one for Army Group South, Center, and North, and one for Atlantic U-boat actions. Too much time goes into planning all that to lose it to a crash!
I would love to see a replay of this (if reasonably successfull!) if anyone has one?. thanks
preferably the origional game NOT a steam replay as they dont play on my setup
(the youtube videos that are mentioned arlier in the thread have all been deleted by youtube)
WOW! I don't think ever had (anywhere near) that many saves if you don't count overwrites.
I didn't think I had that many either, until it told me when I tried to delete them all at once. They add up if you save multiple times a turn. I would save about 6 times a turn, one for my air defense of Europe, one for Afrika Korps, one for Army Group South, Center, and North, and one for Atlantic U-boat actions. Too much time goes into planning all that to lose it to a crash!
I see that you plan your moes out a lot better than I do. But all planning goes to waste in WWI anyway, so I've kinda lost the point to it (those killer Heavy Artillery could come up at any time to ruin the core, so why plan thinking it won't be there?)
Also, don't you ever overwrite saves?
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Kiane wrote:That was an intense campaign, I had about 700 saves of it after I was done (That's getting into GTPG levels! ).
On the 99th turn, the Soviets had long since been completely obliterated, and the entirety of North Africa/Middle East/Italy was in my control (I even got Gibraltar ). The last infantry unit from the D-Day landings had just been destroyed after a long bloody struggle in the bocage (I lost more tanks in there in 10 turns than against the entire conflict with the Soviets). The Allies' airforce had been obliterated by my experienced pilots, some of whom were now flying jets! The Allies' ships were almost completely destroyed, save for those hanging out in the Atlantic, by my numerous strategic bombers. I was ready to start my invasion of Britain, but had no time left to do it (later I loaded a save game and cheated to get more turns, and I conquered Britain on turn 122).
My best moment was when a Volksstrum unit got a rugged defense against a sherman and destroyed 4 steps for 1 step loss
Hi, thanks, I find it very interesting to read about other people's strategies and successes. Additionally, each and every feedback helps me to make the mod even better with the subsequent releases.
But the most annoying thing was that the Allies would go out of their way to use merchant ships/tankers to scout out my submarines ! The bastards!
Yeah, it is one of those game engine limitations. Merchant ships and stuff like that should just pass over the submerged submarines without noticing them. But, they did have lookouts and some were even armed by the British Admirality so they acted like warships. Anyway, I have just reduced their spotting to one hex from two.
If I were to play this again, I would definitely focus on taking out Britain first, as they're really a huge pain later on (plus this would give me a shortcut to Baku and Stalingrad through the Middle East!)
Sure, it is a good idea to attempt to start Sealion in early 1942 or 43 the latest as England is only getting stronger and stronger as time passes.
I really liked the historical feeling the mod had (except for only being able to make Volkssturm units, that was evil! ). Good job!
Sorry, but I really wanted to add this restriction (the only infantry the player can purchase from 1945 is Volkssturm), otherwise who would puchase such a weak unit? And in fact it is quite historical as well, as the Germans had really run out of men by the end of the war so they had to recruit teenage boys and elderly to fill the ranks.
Delta66 wrote:@Mc Guba,
Maybe had some explanations on the special status of Malta and Gibraltar, as it is a significant change from the vanilla game. Initially, I think, they work as Fort+Airfield+Port combos for the Allies, then as Airfield+Port once captured for the Germans. I don't remember for sure if Gibraltar also works as an airfield for the Germans.
Hmm, they are not so much special: Malta is an airfield hex with an Allied fort unit on it, and Gibraltar is a port hex with another fort unit. There is no such thing as Airfield+Port hex in the game...
Clarify that the Karl Gerät special rail Mortar cannot be repaired (unless I'm wrong of course, I haven't played the mod for a month or two and memory fade).
I did not change it, in the vanilla game the Karl Gerat has the "nopurchase noupgrade noreplace" traits, meaning it cannot be "repaired" (noreplace). So maybe it would be better to simply remove the noreplace trait then. This is a very strange unit, by the way, it has GD 18 and AD 16 which I find way too strong as I think it did not even have any armour (or did it? anyone?)...
hugh2711 wrote:I would love to see a replay of this (if reasonably successfull!) if anyone has one?. thanks
preferably the origional game NOT a steam replay as they dont play on my setup
(the youtube videos that are mentioned arlier in the thread have all been deleted by youtube)
Well you can try my last playthrough on v1.3. I made DV on General with no cheating whatsoever, so I think it falls into the category "reasonably successful".
Currently I am testplaying v1.4 so I can make a replay of this available as well when finished. This time I go for a more historical approach i.e. I do not take Moscow in 41, do not invade England, and move against Stalingrad and the Caucasus in the same silly way as the Germans did. But THEN, I will try to turn the tide starting from 1943, and see what I can do from then...
Maybe had some explanations on the special status of Malta and Gibraltar, as it is a significant change from the vanilla game. Initially, I think, they work as Fort+Airfield+Port combos for the Allies, then as Airfield+Port once captured for the Germans. I don't remember for sure if Gibraltar also works as an airfield for the Germans.
Hmm, they are not so much special: Malta is an airfield hex with an Allied fort unit on it, and Gibraltar is a port hex with another fort unit. There is no such thing as Airfield+Port hex in the game...
Thanks for the clarification, actually it was not so obvious from the gfx, for Gibraltar I was probably confused because there was often airplanes parked over the hex, but actually it might be because of the neighbouring carrier ship.
McGuba wrote:
Clarify that the Karl Gerät special rail Mortar cannot be repaired (unless I'm wrong of course, I haven't played the mod for a month or two and memory fade).
I did not change it, in the vanilla game the Karl Gerat has the "nopurchase noupgrade noreplace" traits, meaning it cannot be "repaired" (noreplace). So maybe it would be better to simply remove the noreplace trait then. This is a very strange unit, by the way, it has GD 18 and AD 16 which I find way too strong as I think it did not even have any armour (or did it? anyone?)...
Well, in the vanilla game or GC this special weapon appear only in short scenarios, and I don't use in scenario replacements in most campaign, moreover not for auxiliary units. It wouldn't be realistic to repair such a specific unit in a few days unless in case of minor damages. On the other hand in your mod, the Barbarossa scenario last almost 4 years, additionally considering the larger scale of the game it would be reasonable to think that the unit represent German super heavy guns in a more general manner rather than a single specific one. In addition to Gustav the Germans also used Dora, Leopold, and others 400+ mm, in particular around Leningrad and Sevastopol.
Overall allowing it to receive replacement could be considered IMHO. This was certainly not a frontline unit, and I don't want to encourage players to be reckless with it though. But from 1943 onward the Soviet air force tend to attack every things even if protected by AA guns, actually to keep it safe requires to keep one of your aircraft just above Gustav.
It is very difficult to access this unit raw value. It was a bit like a land battleship, the structure was so heavy to support the gun, I don't think that the typical tank shell could affect it much, probably to cause any serious damage would require careful placing of explosive charge on critical parts. At any rate this sounds very different than the combat usually portrayed in the game. If an enemy combat unit either infantry or tank, came in close combat with this gun, they would probably kill the crew, then the armor factors of the gun seems largely irrelevant.
On the other hand I think that Gustav was constantly accompanied by 2 Flak batallions, which make sense because the unit tactical mobility was close to zero, it usually operated from secure areas 40 kms behind the frontline. Hence the main threat was enemy aircrafts. So it could be reasonable to give it some AA value.
If possible I would remove the possibility to make defensive reaction fire. It sounds very unrealistic. Assaulting Stalingrad, for example, and using Gustav to give defensive fire to your units feels a bit gamey.
Clarify that the Karl Gerät special rail Mortar cannot be repaired (unless I'm wrong of course, I haven't played the mod for a month or two and memory fade).
IMHO I find the Karl Gerät absolute balanced as it is. It represents *all* German heavy guns in the war. Maybe the noreplace is a little harsh, but that makes you guard and use the gun safely and accompanied with some heavy AA. It has enormous fire power, so making it stronger would effectively modify the game balance.
Don't get me wrong, I think the mod is excellent overall. Actually I had no problem with how Karl Gerät is currently represented.
In my campaign it was hit once in 1944, losing 3 steps which wasn't a big deal at that point, although protected by a heavy Flak gun.
On the other hand I don't really believe in " absolute balance", balance depends on play style and players strength. Neither I think modifying this single unit could seriously affect the overall balance. Actually to reduce possible abuses, I would made some change to reflect that those super heavy guns were primarily designed to destroy heavy fortifications and not to engage targets of opportunity.
I would add the 'fortkiller' trait and reduce its attack value accordingly, that way it would have similar firepower vs forts but reduced firepower vs most mobile troop.
In fact there's not so much fort in the mod, so I would even consider adding the 'meng' trait and reducing its attack value even further. To encourage even more player to use it vs forts or heavily entrenched troops, instead of some wandering tanks for example.
Delta66 wrote:If possible I would remove the possibility to make defensive reaction fire. It sounds very unrealistic. Assaulting Stalingrad, for example, and using Gustav to give defensive fire to your units feels a bit gamey.
I do not think it is possible as long as it is in the artillery class (and where else it could be?)...
Uhu wrote:
IMHO I find the Karl Gerät absolute balanced as it is. It represents *all* German heavy guns in the war. Maybe the noreplace is a little harsh, but that makes you guard and use the gun safely and accompanied with some heavy AA. It has enormous fire power, so making it stronger would effectively modify the game balance.
Sure, it represents all the German heavy artillery grouped together. I do beleive that the "noreplace" is way too harsh here as all normal units can be repaired (save for structures) and one turn takes 2 weeks in this mod, so why not? Anyway, the Karl Gerat costs some 3400 (!) prestige points by default, so any replacements, even green ones, would cost a small fortune. Thus, if this happens
Delta66 wrote:In my campaign it was hit once in 1944, losing 3 steps which wasn't a big deal at that point, although protected by a heavy Flak gun.
the player can fix it, if he wants, but it will come with a huge price tag and it will make the player to protect it even better next time. Win-win.
Delta66 wrote:I would add the 'fortkiller' trait and reduce its attack value accordingly, that way it would have similar firepower vs forts but reduced firepower vs most mobile troop.
In fact there's not so much fort in the mod, so I would even consider adding the 'meng' trait and reducing its attack value even further. To encourage even more player to use it vs forts or heavily entrenched troops, instead of some wandering tanks for example.
I like this idea, too. In fact fort killer seems so mean a +5 bonus attack against fortifications, which are hard targets. So I have reduced its hard attack to 40 from 50 to reduce its effectiveness against tanks. It would be better if it was like 50% extra against structures, but it is not like that - another game engine limitation. I also reduced its soft attack from 60 to 40. And added the "meng" trait. These changes would hopefully make the player to use it more in its supposed role: against fortifications and heavily entrenched units.
can someone please tell me roughly what turn number the normandy landings appear. thanks for info
And also what is your strategy for dealing with it; block thier landing with weak cheap units and wear them down a bit or let them inland and take them with stronger experienced units?.