Ultimate Challenge mod
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Ultimate Challenge mod
Yes, its not easy to reconcile this stuff so I have decided to let it stay as it is: pretty sure .exe will not be patched with some ideas from PC2 unfortunately...
+ added Soviet Spitfire IX and Polikarpov I-15, Polish mountain infantry has been replaced by anti-tank infantry armed with Wz.15 rifles (thanks Guille!)
+ added Soviet Spitfire IX and Polikarpov I-15, Polish mountain infantry has been replaced by anti-tank infantry armed with Wz.15 rifles (thanks Guille!)
Re: Ultimate Challenge mod
Another regular update:
+ infantry cant swim anymore and cant cross even minor rivers - use bridge layers (note that there are two swimming tanks: T-38 and Sherman DD currently);
+ Karl and Gustav are available to buy (and repair in field) in army core, V1 and V2 are also purchasable
+ infantry cant swim anymore and cant cross even minor rivers - use bridge layers (note that there are two swimming tanks: T-38 and Sherman DD currently);
+ Karl and Gustav are available to buy (and repair in field) in army core, V1 and V2 are also purchasable

Re: Ultimate Challenge mod

Why is a floating tank in the red army represented by only one type ?
https://wwii.space/plavayushhie-tanki-sssr/
https://fishki.net/2862264-plavajuwie-t ... gikan.html
COMBAT USE OF T-37A AND T-38 TANKS
https://mihalchuk-1974.livejournal.com/38432.html

https://war-book.ru/kv-2-tyazhelyj-tank-2/
https://arsenal-info.ru/b/book/3386931219/4

https://warfront.info/ww2_amphibious_vehicles/

http://ww2history.ru/Tauch_panzer_III.html
https://invoen.ru/vvt/plavajushie-tenki ... -narrativ/
Re: Ultimate Challenge mod
Thank You, friend
- now this stuff is covered better
+ added BA-20, T-40, PzII-schwimm and Karl-041 (540mm gun); Warsaw and Paris size have been increased to 2 and 3 hexes;
+ polish artilley got 155mm and infantry got defensive mode with mg, dismounted ulans fight using wz. 35 (thanks Guille
).


+ added BA-20, T-40, PzII-schwimm and Karl-041 (540mm gun); Warsaw and Paris size have been increased to 2 and 3 hexes;
+ polish artilley got 155mm and infantry got defensive mode with mg, dismounted ulans fight using wz. 35 (thanks Guille

Re: Ultimate Challenge mod
Vintage wrote: ↑Tue May 12, 2020 8:06 am Thank You, friend- now this stuff is covered better
![]()
+ added BA-20, T-40, PzII-schwimm and Karl-041 (540mm gun); Warsaw and Paris size have been increased to 2 and 3 hexes;
+ polish artilley got 155mm and infantry got defensive mode with mg, dismounted ulans fight using wz. 35 (thanks Guille).
You're welcome ) Add-ons please - now we will try )))
https://zen.yandex.ru/media/id/5c951ad9 ... 144fc04044
Yes, the lack of fuel, ammunition and spare parts can be implemented ( even as a temporary restriction ) ?
https://scharapow-w.livejournal.com/6910.html
http://alternathistory.com/goryuchaya-p ... -aviatsii/
https://iv-g.livejournal.com/994752.html
Probably understandable why abandoned equipment as there are no spare parts, ammunition and fuel !
https://www.etoretro.ru/pic52350.htm
Last edited by uzbek2012 on Sun May 31, 2020 2:14 pm, edited 1 time in total.
Re: Ultimate Challenge mod
Tiny "historicism" update: now SS tank divisions appear only from 1943
+ NKVD regelar and mountain infantry and BT-7 troops have been added;
+ tuned ship and fort / strongpoint stats;
+ Maus-turms and 12.8cm flaks near Berlin;
+ many trophy artillery for Germany.
+ NKVD regelar and mountain infantry and BT-7 troops have been added;
+ tuned ship and fort / strongpoint stats;
+ Maus-turms and 12.8cm flaks near Berlin;
+ many trophy artillery for Germany.
Re: Ultimate Challenge mod
Vintage wrote: ↑Thu May 14, 2020 10:46 am Tiny "historicism" update: now SS tank divisions appear only from 1943
+ NKVD regelar and mountain infantry and BT-7 troops have been added;
+ tuned ship and fort / strongpoint stats;
+ Maus-turms and 12.8cm flaks near Berlin;
+ many trophy artillery for Germany.
It's great that there is the NKVD and so on, what else are you planning ?
Re: Ultimate Challenge mod
+ a lot of trophy technics and artillery for both Germany and USSR;
+ trophy capture zones on the maps (currently up to Greece), but technics will appear only at the deploy phase of a next scenario;
+ Eben-Emael on LowCountries map.
+ trophy capture zones on the maps (currently up to Greece), but technics will appear only at the deploy phase of a next scenario;
+ Eben-Emael on LowCountries map.
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- Sergeant Major - SdKfz 234/2 8Rad
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Re: Ultimate Challenge mod
Hey buddy. Blessings.
how are you?
how is the process of your mod.
I feel exhausted with mine, I think I will rest for a while and then I will come back.
He was thinking of the infantry units' poles according to their equipment.
because I was watching some pages and videos of history, also of investigations.
So I came to the conclusion that I have to eliminate some commutated units because the game is easier for the Germans or I have the option to create commutated units for the Soviets, Americans, France and the British, honestly it would take me like 3 months on that and hahahaha no I want .
for example.
- Gebirgsjäger: this unit was equipped with the Kar 98k, it was good enough for distances but not for CD, so this unit should have 3 initiative and leave the CD at 2.
- Pioniere: They were battalions that went within the different Regiments, that is, they cannot have 8 GD, it can be 7 or 6 to simulate that it is a battalion, also their ability was the CD because they were from Assault, it would have to have 4 to 6 and the initiative in 2 like the others.
- Kradschützen: this unit as I could read are the opposite of the grenadiers.
I mean, the Krad were at the spearhead along with the Panzer (according to Heinz Guderian) were the apollo infantry, while the grenadiers were behind eliminating the small pockets of resistance.
Then the Krad and the Kavalleria dismount to fight.
- Fallschirmjäger they were the tough ones of the German infantry, that had everything, the weakness of them was that they had little ammunition, but afterwards they must have more initiation and a little less CD than the Pioniers.
Well, I'll write to you later, see you later.
how are you?
how is the process of your mod.
I feel exhausted with mine, I think I will rest for a while and then I will come back.
He was thinking of the infantry units' poles according to their equipment.
because I was watching some pages and videos of history, also of investigations.
So I came to the conclusion that I have to eliminate some commutated units because the game is easier for the Germans or I have the option to create commutated units for the Soviets, Americans, France and the British, honestly it would take me like 3 months on that and hahahaha no I want .
for example.
- Gebirgsjäger: this unit was equipped with the Kar 98k, it was good enough for distances but not for CD, so this unit should have 3 initiative and leave the CD at 2.
- Pioniere: They were battalions that went within the different Regiments, that is, they cannot have 8 GD, it can be 7 or 6 to simulate that it is a battalion, also their ability was the CD because they were from Assault, it would have to have 4 to 6 and the initiative in 2 like the others.
- Kradschützen: this unit as I could read are the opposite of the grenadiers.
I mean, the Krad were at the spearhead along with the Panzer (according to Heinz Guderian) were the apollo infantry, while the grenadiers were behind eliminating the small pockets of resistance.
Then the Krad and the Kavalleria dismount to fight.
- Fallschirmjäger they were the tough ones of the German infantry, that had everything, the weakness of them was that they had little ammunition, but afterwards they must have more initiation and a little less CD than the Pioniers.
Well, I'll write to you later, see you later.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
- VolksMOD
- XXIX Le PzKorps
Re: Ultimate Challenge mod
Hola, amigo!
Yes, I feel that a break is necessary for me too.
As for infantry system - surely its a complicated thing, but I suppose that I've found how to organize it (I will describe my thoughts about Wehrmacht forces below):
1) unit = division, so there were so-called Leichte Infanterie divisions - a special type to fight in close grounds like forests and cities, so they get CD=3 but GD=7;
2) in case that grenadiers were battalions only I have incorporate them into main regular infantry as "defensive mode" switch with Move=0 but GD=9 and Ini=3.
My reasons are: regular inf. use "hand version" of MG-34 in attack / movement while grenadiers use it mounted on a rack (that gives better accuracy and initiative bonus in case of that) , but with such heavy racks (30kg+) they cant run and shoot at the same time - only fire from prepared positions. This simulates like when marching grenadiers arent ready to fight but standing on positions they add their firepower to the whole division.
3) as for Gebirgsjages Im not sure about Initiative=3 because regular infantry was also armed mainly with Kar98k (except officers) + hand MG-34 also give Initiative bonus so I think they are equal. I think their alpine trait is enough for them;
4) about pioniers: while other infantry types are now 15 strength they are still 10, also I set their GD=5 and Ini=0 but CD=6 +meng and fortkiller trait remain of course;
Initiative is so low because flamethrower had about 50m range while MP-40 is 150m, so even Fallschrimjagers armed with MP-40 only should have higher Ini=1.
5) Kradschutzen: I have also added dismounted mode (with help of your icon!) so they get GD and CD bonuses comparing to "riding mode".
Anyway, thank You for sharing the ideas, its very useful.
Best regards!
P.S. Soviet army now has motorcycle riders with Degtyarev DP machine guns on board
Trophy / captured german tanks have "camo" trait under soviet control to simulate sabotage raids that were performed with the use of them
Yes, I feel that a break is necessary for me too.
As for infantry system - surely its a complicated thing, but I suppose that I've found how to organize it (I will describe my thoughts about Wehrmacht forces below):
1) unit = division, so there were so-called Leichte Infanterie divisions - a special type to fight in close grounds like forests and cities, so they get CD=3 but GD=7;
2) in case that grenadiers were battalions only I have incorporate them into main regular infantry as "defensive mode" switch with Move=0 but GD=9 and Ini=3.
My reasons are: regular inf. use "hand version" of MG-34 in attack / movement while grenadiers use it mounted on a rack (that gives better accuracy and initiative bonus in case of that) , but with such heavy racks (30kg+) they cant run and shoot at the same time - only fire from prepared positions. This simulates like when marching grenadiers arent ready to fight but standing on positions they add their firepower to the whole division.
3) as for Gebirgsjages Im not sure about Initiative=3 because regular infantry was also armed mainly with Kar98k (except officers) + hand MG-34 also give Initiative bonus so I think they are equal. I think their alpine trait is enough for them;
4) about pioniers: while other infantry types are now 15 strength they are still 10, also I set their GD=5 and Ini=0 but CD=6 +meng and fortkiller trait remain of course;
Initiative is so low because flamethrower had about 50m range while MP-40 is 150m, so even Fallschrimjagers armed with MP-40 only should have higher Ini=1.
5) Kradschutzen: I have also added dismounted mode (with help of your icon!) so they get GD and CD bonuses comparing to "riding mode".
Anyway, thank You for sharing the ideas, its very useful.
Best regards!
P.S. Soviet army now has motorcycle riders with Degtyarev DP machine guns on board

Trophy / captured german tanks have "camo" trait under soviet control to simulate sabotage raids that were performed with the use of them

Re: Ultimate Challenge mod
Oh what delights you have prepared for us there )) I run away rather download and try )

https://fishki.net/2709751-minnye-uborw ... 2037253904

https://ru-history.livejournal.com/4490373.htmlAutomatic weapons – PPD and PPSH submachine guns, SVT self-loading rifles, manual and machine guns - began to arrive in the police in noteworthy batches only after the beginning of the great Patriotic war in connection with the active implementation of wartime tasks by the internal Affairs bodies in the near and far rear of the active red army. In the event that police units solved front-line combat tasks, as, for example, in 1941 during the defense of Odessa, Kiev and a number of other Soviet cities, the military command tried to provide them with weapons and combat equipment on a par with the army infantry. However, the steel helmet and gas mask in the war years became a permanent part of police equipment, even in the deep rear. There are photos in which policemen are depicted even in the "landline" MkII helmets of British production, which have received the international nickname "shaving basin"

https://fishki.net/2709751-minnye-uborw ... 2037253904
Last edited by uzbek2012 on Tue May 19, 2020 11:34 pm, edited 1 time in total.
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 617
- Joined: Sun Jul 20, 2014 9:54 pm
- Location: Republica Dominicana
Re: Ultimate Challenge mod
Infanterie ( equipment Panzer Korps 2 )Vintage wrote: ↑Tue May 19, 2020 5:40 pm Hola, amigo!
Yes, I feel that a break is necessary for me too.
As for infantry system - surely its a complicated thing, but I suppose that I've found how to organize it (I will describe my thoughts about Wehrmacht forces below):
1) unit = division, so there were so-called Leichte Infanterie divisions - a special type to fight in close grounds like forests and cities, so they get CD=3 but GD=7;
2) in case that grenadiers were battalions only I have incorporate them into main regular infantry as "defensive mode" switch with Move=0 but GD=9 and Ini=3.
My reasons are: regular inf. use "hand version" of MG-34 in attack / movement while grenadiers use it mounted on a rack (that gives better accuracy and initiative bonus in case of that) , but with such heavy racks (30kg+) they cant run and shoot at the same time - only fire from prepared positions. This simulates like when marching grenadiers arent ready to fight but standing on positions they add their firepower to the whole division.
3) as for Gebirgsjages Im not sure about Initiative=3 because regular infantry was also armed mainly with Kar98k (except officers) + hand MG-34 also give Initiative bonus so I think they are equal. I think their alpine trait is enough for them;
4) about pioniers: while other infantry types are now 15 strength they are still 10, also I set their GD=5 and Ini=0 but CD=6 +meng and fortkiller trait remain of course;
Initiative is so low because flamethrower had about 50m range while MP-40 is 150m, so even Fallschrimjagers armed with MP-40 only should have higher Ini=1.
5) Kradschutzen: I have also added dismounted mode (with help of your icon!) so they get GD and CD bonuses comparing to "riding mode".
Anyway, thank You for sharing the ideas, its very useful.
Best regards!
P.S. Soviet army now has motorcycle riders with Degtyarev DP machine guns on board
Trophy / captured german tanks have "camo" trait under soviet control to simulate sabotage raids that were performed with the use of them![]()
look at their values
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- GerMOD
- VolksMOD
- XXIX Le PzKorps
- VolksMOD
- XXIX Le PzKorps
Re: Ultimate Challenge mod
Some maps are slightly edited, for example: Brest fortress is now secondary objective (required for Decisive victory), Crimea landscape got hills and mountains + marine troops placed there.
+ added possibility to build strongpoints at the places were you can get access using half-track cargo vehicle (Germany and USSR)
+ added many models of guns, also artillery shooting sounds changed (and some infantry and AA sounds too)
+ added possibility to build strongpoints at the places were you can get access using half-track cargo vehicle (Germany and USSR)
+ added many models of guns, also artillery shooting sounds changed (and some infantry and AA sounds too)
Re: Ultimate Challenge mod
New version is available: added more wide list of movement types!
Also its almost compatible with PG Classic mod and I will fix very few present bugs for better compatibility later (currently Eastern line of campaign looks playable while some maps with American forces [Africa/West] still have missed units / hexes) - after applying my mod using GME you have to follow installation instructions of PG Classic mod and remove gamerules.pzdat from its Data folder.
Also its almost compatible with PG Classic mod and I will fix very few present bugs for better compatibility later (currently Eastern line of campaign looks playable while some maps with American forces [Africa/West] still have missed units / hexes) - after applying my mod using GME you have to follow installation instructions of PG Classic mod and remove gamerules.pzdat from its Data folder.
Re: Ultimate Challenge mod
Well I download it and will try it )Vintage wrote: ↑Sun May 31, 2020 12:00 pm New version is available: added more wide list of movement types!
Also its almost compatible with PG Classic mod and I will fix very few present bugs for better compatibility later (currently Eastern line of campaign looks playable while some maps with American forces [Africa/West] still have missed units / hexes) - after applying my mod using GME you have to follow installation instructions of PG Classic mod and remove gamerules.pzdat from its Data folder.


Re: Ultimate Challenge mod
BONUS: now you can play the maps from PG Classic mod as single scenarios by choosing from main menu like natives!
Re: Ultimate Challenge mod
Afrika Korps edition:
+ italians as core and germans as auxiliary;
+ added many italian units including naval inf, paratroopers, L3/35 Flamm, 65mm mnt gun;
+ starting core changed in a more historical way;
+ purchasable ships and armoured trains!
Allied General Soviet's maps are available from the main menu as single scenarios; aircraft system changed: now there's no fuel consumption anymore! And Bf 110 moved to fighter class
+ italians as core and germans as auxiliary;
+ added many italian units including naval inf, paratroopers, L3/35 Flamm, 65mm mnt gun;
+ starting core changed in a more historical way;
+ purchasable ships and armoured trains!
Allied General Soviet's maps are available from the main menu as single scenarios; aircraft system changed: now there's no fuel consumption anymore! And Bf 110 moved to fighter class

Re: Ultimate Challenge mod
Tiny update with fixes on Range and RoF for some arty + added 152mm-M1935 and 280mm-M1939 guns to Red Army's roster (thx Guille and Birgeria).
Refreshed link in start post as always.
Refreshed link in start post as always.
Re: Ultimate Challenge mod
I have played the ultimate mod for the first time today and it is a lot of fun. I enjoyed how units can not just move across rivers the most. This makes the player think harder when approaching a choke point or river obstacle. Other limitations to unit movement (no tanks in mountains, med artillery can only advance 1 hex in open/road terrain) are excellent as well. Now there is a much more distinct division between my mobile and infantry units (with their horse transported artillery). The different sized units also makes for some interesting strategy (and gives some respect to the often overlooked infantry).
My usual BF-110 strategy failed pretty hard in France now that they are fighters and do not get the benefit of fighter escorts (I think their Air Attack should be much more though) but this highlights a great historical fact that could not be seen in the standard game (BF-110s struggled in France and were not provided escorts as far as I know). I am just about to start the Balkans, have got Marginal Victories the whole way, and am having a blast with the new strategies this mod is making me visualize. Outstanding work!
My usual BF-110 strategy failed pretty hard in France now that they are fighters and do not get the benefit of fighter escorts (I think their Air Attack should be much more though) but this highlights a great historical fact that could not be seen in the standard game (BF-110s struggled in France and were not provided escorts as far as I know). I am just about to start the Balkans, have got Marginal Victories the whole way, and am having a blast with the new strategies this mod is making me visualize. Outstanding work!
Re: Ultimate Challenge mod
Hi, thank You very much for such kind words and wide overview!