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Re: [MOD] Project X (worktitle)
Posted: Sat Dec 29, 2012 7:06 pm
by RobertCL
Invasion of Czecoslovakia Fall Grün
Very funny scenario.
I loved the possibility to get the tanks after the destruction of the factory.
I thought I won the scenario then I realized I had to capture also non victory hexes, it was explicitely written in the intro text file but this is the 1st time a player must conquer standard hexes, not bad at all but usual players have the habit to capture only VHs and extra objectives so they will be astonished.surprised.
No air opposition, Czecoslovakia had no air force ?
Hex 15,15 should be Pilzen and not Pizen. However I think than Pizen might be fine too.
http://www.criticalpast.com/products/lo ... /1940/1945
Poland
Intro text file:
Polish (always capital letters for countries in English, I have the same problem, I know...)
Soviet Union (in two words not in one)
The text says we can go beyong hexes marked with C, this zone being given back to USSR after the victory but in the victory conditions no unit can sit beyond zone with C markings --> apparent contradiction, say clearly we can go beyond this zone during the scenario but at the very last turn not any single unit can be present there, this is much clearer to me.
I loved the presentations of black & white pictures with the text also in German, this hugely increases realism!
Now I play the scenario...
When we see the map it is clear: we have to cross the demarcation line to capture the victory hexes but we have to come back "home" before the arrival of Ivan.
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 30, 2012 9:02 am
by nikivdd
Thanks Robert. I think the briefing in Fall Weiss is now clear on that demarcation line issue.
The first mission for the vanilla version has no airplanes because there are no planes in the vanila efile that i could actually use. The ultimate version might be different.
The name of the hex you assume is incorrect is Plzen.
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 30, 2012 8:18 pm
by nikivdd
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 30, 2012 9:58 pm
by huertgenwald
Again, some nitpicking:
1) please write "verteidigt" not "Verteidigt". Only Nouns are lead by Capitals in german
2) Sentence 2 should be : Hauptziel Tobruk aufgehoben/annuliert (the german translation contradicts the english statement), ("abgebrochen" is not suitable here IMHO)
3) "Grant erbeutet" sounds better IMHO
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 30, 2012 10:00 pm
by nikivdd
huertgenwald wrote:Again, some nitpicking:
1) please write "verteidigt" not "Verteidigt". Only Nouns are lead by Capitals in german
2) Sentence 2 should be : Hauptziel Tobruk aufgehoben/annuliert (the german translation contradicts the english statement), ("abgebrochen" is not suitable here IMHO)
Thanks for the corrections

Re: [MOD] Project X (worktitle)
Posted: Sun Dec 30, 2012 10:00 pm
by nikivdd
Operation Brevity (full scenario) on Youtube!
https://www.youtube.com/watch?v=CSrlHjDsgl8
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 30, 2012 11:41 pm
by RobertCL
Poland
This is the best scenario about Poland I have ever seen! Long but fun, I highly appreciated the fact I got two Polish arty units, I also love the map (at least the player has a strategic view).
The capture of Warsaw was not easy.
The second best scenario about Poland is your conversion in honor of Georg Treitler in GTPG 1.06 (where the player uses also Soviet units).
I won with a marginal victory, 2 more turns and I had the DV (because the last Polish hex in the South East was behind the demarcation zone with two units).
I just regretted I could not play with Soviet units at the other side of the demarcation zone but I like the concept of border to cross and the obligation to come back "zurück nach Hause".
However but the next (bonus) scenario is a fight against the Soviets.
Anyway congratulations, great work!
Bonus scenario against Ivan
There I did a huge mistake, I thought that it was always possible to deploy air units, so I took 15 ground units and of course no possibility to have my Luftwaffe, then I saw the Ratas...
OK let's restart this scenario...
Won a DV at turn nr 14. Great to acquire a STUG.
Finland
On 10 units I took 2 tanks, 1 Pioneere, 1 Gebirgsjager, 6 arty units.
Let's see if this works!
Scenario briefing: "after all" in 2 words // last sentence: The game ends "at the very last turn" (is clearer than "after the last turn"
Re: [MOD] Project X (worktitle)
Posted: Tue Jan 01, 2013 5:06 pm
by nikivdd
El Alamein
Re: [MOD] Project X (worktitle)
Posted: Tue Jan 01, 2013 8:26 pm
by guille1434
Nikivdd:
Just finished Fall Rot scenario (the conquest of Paris and assault to the Maginot Line)... The scenario is a beauty to play, the map is excellent also. I liked it very much...
May be the briefing at the start can be improved somewhat... When it says that the Maginot line should be destroyed, may be it would be useful to inform that "destroying the Maginot Line" means eliminating all units situated on the "A" marked hexes (this in case my interepretation of the objective was correct, of course). Just a small improvement...
After finishing this battle came a briefing with an option, one being Operation Isabella-Felix and the other read "Not Available"... I choose "Operation Isabella-Felix" but the program just went to the main menu screen... The scenario files for this battle are in the correct folder (My games\etc...) but the game will not go past Fall Rot. Just telling you in case you want to check if everything is OK.
Thanks for (as always) an excellent modding work!!
Re: [MOD] Project X (worktitle)
Posted: Wed Jan 02, 2013 8:09 pm
by nikivdd
guille1434 wrote:Nikivdd:
Just finished Fall Rot scenario (the conquest of Paris and assault to the Maginot Line)... The scenario is a beauty to play, the map is excellent also. I liked it very much...
May be the briefing at the start can be improved somewhat... When it says that the Maginot line should be destroyed, may be it would be useful to inform that "destroying the Maginot Line" means eliminating all units situated on the "A" marked hexes (this in case my interepretation of the objective was correct, of course). Just a small improvement...
After finishing this battle came a briefing with an option, one being Operation Isabella-Felix and the other read "Not Available"... I choose "Operation Isabella-Felix" but the program just went to the main menu screen... The scenario files for this battle are in the correct folder (My games\etc...) but the game will not go past Fall Rot. Just telling you in case you want to check if everything is OK.
Thanks for (as always) an excellent modding work!!
Thanks for the feedback!
Included in the Fall Rot briefing, that the Maginot Line is all hexes marked with A.
Choice in MV briefing: error detected and corrected. Thanks for the catch.
Re: [MOD] Project X (worktitle)
Posted: Fri Jan 04, 2013 6:31 pm
by nikivdd
Operation Agreement on Youtube (first playtest)
http://www.youtube.com/watch?v=dMZuyN9Kvko
Fall Grün standalone Scenario
http://www.sendspace.com/file/lx91yv
Zip unpack in \documents\mygames\Panzer Corps\Scenario
Re: [MOD] Project X (worktitle)
Posted: Thu Jan 10, 2013 5:08 pm
by nikivdd
Re: [MOD] Project X (worktitle)
Posted: Fri Jan 11, 2013 5:43 am
by naughtybalrog
"OMG! No-man's land is infested with colonialists... Where's the klaxon crank? Gunter... What on earth did you do with the crank, you idiot!?
Re: [MOD] Legacy of Versailles
Posted: Fri Jan 11, 2013 4:35 pm
by nikivdd
After long deliberation the modteam has decided to baptise the mod: "Legacy of Versailles". In the meantime i have send the Martians of Project X back home
The version in German will be "Vermächtnis von Versailles".

Re: [MOD] Legacy of Versailles
Posted: Fri Jan 11, 2013 9:14 pm
by naughtybalrog
LOV is a fine name!
Roughly how many scenarios are you planning? The more the better ~ but I understand the tremendous amount of effort to do any at all. We players are truly in your debt for this superb Mod

Re: [MOD] Legacy of Versailles
Posted: Fri Jan 11, 2013 10:18 pm
by nikivdd
naughtybalrog wrote:LOV is a fine name!
Roughly how many scenarios are you planning? The more the better ~ but I understand the tremendous amount of effort to do any at all. We players are truly in your debt for this superb Mod

I had that question several times before. I don't know how many scenario's there will be in the end, but i aim at least 100 scenarios. If the scenario requests keep comming in, likely more.
Re: [MOD] Legacy of Versailles
Posted: Sat Jan 12, 2013 1:26 am
by airbornemongo101
Thanks a million for the hard work Nico,,please convey my thanks to Churchy and the others as well
I haven't been able to be around much , nor play at all (work and real life), but rest assured that I will play this when I get a chance and that I will always stick around in this community
Re: [MOD] Legacy of Versailles
Posted: Sat Jan 12, 2013 1:28 am
by naughtybalrog
nikivdd wrote:naughtybalrog wrote:LOV is a fine name!
Roughly how many scenarios are you planning? The more the better ~ but I understand the tremendous amount of effort to do any at all. We players are truly in your debt for this superb Mod

I had that question several times before. I don't know how many scenario's there will be in the end, but i aim at least 100 scenarios. If the scenario requests keep comming in, likely more.
More is better! Thank you and keep rockin' dude! Operation Crusader is gruesomely fun - next time I need to remember to keep that rear-operating area stocked with anti-armor assets... yikes...
Re: [MOD] Legacy of Versailles
Posted: Sat Jan 12, 2013 8:56 am
by nikivdd
Re: [MOD] Legacy of Versailles
Posted: Sat Jan 12, 2013 3:05 pm
by naughtybalrog
The evolution of those escarpments is interesting ~ looks to be nightmarish for mech movement! Couple this with mines...