Page 5 of 6

Re: Ultimate Challenge mod

Posted: Mon May 16, 2022 5:10 am
by Vintage
"Artillery is a God of War" (c) Joe Stalin

In newest version ranges have been re-scaled at relation to each other (not to "general" map size), so few examples:
28cm K5 - 12 hexes, 24cm K3 - 7, 17cm K18 - 6, 15cm K18 - 5 etc.; all Battleships - 8 (except Soviet with old guns - 6).

Also following local experts ideas and suggestions artillery is separated to Field and Siege (no defensive fire) classes:
all long ranged from 4 hexes (like 10,5cm K18) or large caliber 180+mm (with any range) now moved to Siege class.

Full version in topic's head and attached equipment here if someone wants just to take a quick look at stats.

Re: Ultimate Challenge mod

Posted: Thu May 19, 2022 8:04 am
by sbpc1
lots of good ideas here, some of which i've done myself for my own private mods. i particularly like using class 18 for big artillery whilst med/small artillery is class 4.

have you thought about editing the equipment file in a way the gives the AI side bonuses to their units other than just adding strength points that is done with difficulty level/custom difficulty.?

lots of games, either transparently or not, give the AI bonuses that the player does not get (i'm looking at you, civilization series) to make up for its artificial stupidity.
the only definite idea i've had for this is giving all AI armoured units aa value of -1, as a little compensation for the AI not using fighters to provide air cover like the player does or even having a clue what to do with mobile aa.
my other idea is to give AI fighters +1 initiative to make up for the fact that they never mass attack or rarely catch and unescorted bomber and mostly have to fight off escorts first.
it would be nice to think of a bonus for each class of unit on the AI side to cover its weaknesses - suggestions anybody?
which bonuses and what level (+/-) could be tied in some way to the difficulty level

Re: Ultimate Challenge mod

Posted: Thu May 19, 2022 2:20 pm
by Vintage
Hi, for what I think time after time is to drive the playing system in a more strategical planning way (its not for tactical maps kinda Grand Campaign of course but for basic size), something in between of native PzCs and World at War mod: so for example if we take 1 unit as division, lets say, we talk about infantry one, so it would have to get stats for HA and AA from AT- and AD- battalions in its historical roster. And AT and AA as classes could be removed together with specific units like pioneers, engineers etc. in case that they are already "present" in division. So maybe a sort of simplifying could be a good idea for playing standard size maps.

Re: Ultimate Challenge mod

Posted: Fri May 27, 2022 4:25 am
by Vintage
Reworked defensive mod for general infantry (only passive SA and HA now) and revisited Soviet infantry stats (+added HW-defensive mod).

Re: Ultimate Challenge mod

Posted: Thu Jun 09, 2022 3:38 am
by Vintage
New restriction: all tracked / wheeled units cant enter woods anymore except squares with road or rails of course.

Re: Ultimate Challenge mod

Posted: Wed Sep 20, 2023 11:30 am
by Vintage
Newest version: some of arty stats are fixed but the main point is that air forces are only available as auxiliaries. The reason is that AI never buy planes during battles so its made for balance purpose. Download link at the head of thread.

Re: Ultimate Challenge mod

Posted: Fri Oct 06, 2023 5:21 am
by Vintage
British arty stats somewhat revised. Now UK has a bit non-standard pool of guns comparing to other major countries.

Re: Ultimate Challenge mod

Posted: Fri Oct 13, 2023 3:05 pm
by Vintage
Extracted from current / latest version. Added AT-mod for siG33 and based arty.

Re: Ultimate Challenge mod

Posted: Mon Oct 16, 2023 11:27 am
by Vintage
Searching for an icon of 100mm M1944 gun in artillery (class 4) mod. Please put it here if somebody has one.

Re: Ultimate Challenge mod

Posted: Mon Oct 16, 2023 5:10 pm
by bondjamesbond
Vintage wrote: Mon Oct 16, 2023 11:27 am Searching for an icon of 100mm M1944 gun in artillery (class 4) mod. Please put it here if somebody has one.
Image
What 's wrong with this one ?
https://panzercorps.fandom.com/wiki/Anti-tank

Re: Ultimate Challenge mod

Posted: Tue Oct 17, 2023 3:15 am
by Vintage
bondjamesbond wrote: Mon Oct 16, 2023 5:10 pm
Vintage wrote: Mon Oct 16, 2023 11:27 am Searching for an icon of 100mm M1944 gun in artillery (class 4) mod. Please put it here if somebody has one.
Image
What 's wrong with this one ?
https://panzercorps.fandom.com/wiki/Anti-tank
It's only AT class 3, need a switch to ATY class 4.

Re: Ultimate Challenge mod

Posted: Thu Oct 19, 2023 1:09 pm
by Vintage
75mm arty individual model's RoF fixes + T34/57 available only at historical period (Oct. - Dec. 41)

Re: Ultimate Challenge mod

Posted: Fri Oct 20, 2023 1:59 pm
by Vintage
Added all missed arty icons + 85mm D-44 gun

Re: Ultimate Challenge mod

Posted: Sun Oct 22, 2023 10:59 am
by Vintage
Recalculated and greatly improved SA of all rocket launchers!

Re: Ultimate Challenge mod

Posted: Sun Oct 22, 2023 4:49 pm
by bondjamesbond

Re: Ultimate Challenge mod

Posted: Mon Oct 23, 2023 6:00 pm
by The Almighty Turtle
It looks like the maiden link is dead even if the equipment and movement ones are not.

Re: Ultimate Challenge mod

Posted: Tue Oct 24, 2023 5:50 am
by Vintage
The Almighty Turtle wrote: Mon Oct 23, 2023 6:00 pm It looks like the maiden link is dead even if the equipment and movement ones are not.
Link is updated and equip is hot-fixed

Re: Ultimate Challenge mod

Posted: Wed Oct 25, 2023 6:58 am
by Vintage
I've re-read the articles about artillery models and made fine adjustments of their (mostly - RoF) stats: f.e. decreased shooting range of TM-3-12 which was incorrectly high, but its RoF is much increased, etc.

Re: Ultimate Challenge mod

Posted: Thu Oct 26, 2023 7:48 am
by Vintage
Naval and Hard Attack recalculations for artillery depending on barrel's length / armor piercing.

Re: Ultimate Challenge mod

Posted: Sat Oct 28, 2023 6:52 am
by Vintage
Experimental addition: created disguise switch for M4A3 >> Autocar-Halftrack and Deacon >> Matador to fool AI.
In this mode SA and HA are passive(-) but prestige cost is lowed to fake units level so it should reduce the priority for being attacked. Of course no replace in disguise mode is allowed by same name trait - I hope this can prevent possible cheating.
Also added "camo" trait to British tanks captured by Italians, so they would be able to come closer to fortification lines.