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Re: Eastern Front: Soviet Storm v1.95b

Posted: Sun Dec 24, 2017 2:49 pm
by Akkula
If you have the latest version of the mod, you dont need to have Massis mod activated. Be sure to have "Soviet Storm" activated.
And remember you must run Panzer Corps vanilla in order to make it work properly.

Re: Eastern Front: Soviet Storm v1.95b

Posted: Sun Dec 24, 2017 7:33 pm
by KornelPL
Hi Akkula,

Thanks for quick response. What does it mean run panzer corps vanilla - my latest version of the game came not from patch, but together with last addon (Allied corps as far as I remember). And btw - is there any way to have BOTH panzer corps with official addons and your mod working ? create two independent game catalogs, one equipped with mod and the other one not ?

Re: Eastern Front: Soviet Storm v1.95b

Posted: Mon Dec 25, 2017 7:51 am
by Estherr
DLC's are totally fine (I run steam gold version with all extra content myself), Akkula referring to other mods etc. What's your game installation folder btw? I'm a bit confused with "Panzer Corps US Corps" folder, but it may be something Slitherineish of course :)

Re: Eastern Front: Soviet Storm v1.95b

Posted: Mon Dec 25, 2017 9:40 am
by glaude1955
Hello KornelPL,
In GME you have to activate Soviet Storm then Soviet Storm Strat (Big Scn or Standard)
In the image capture you did not load the main Soviet Storm folder
Regards
Yves

Re: Eastern Front: Soviet Storm v1.95b

Posted: Mon Dec 25, 2017 1:28 pm
by uzbek2012
Will there be a Christmas update the mod ?

Re: Eastern Front: Soviet Storm v1.95b

Posted: Tue Dec 26, 2017 1:29 pm
by KornelPL
Hi there,

It seems to me that I have finally solved the problem - I have reinstalled everything and now the mod works fine. I have two questions:
1) is it normal that there is no icon for minefield (at least that one in Streets of Berlin scenario)
2) How can I edit units statistics - some of them are really ... weard - only +1 value to HA for Il-2m3 armed with 37mm guns in comparison to regular version of only 2 points of range of fire for backbone unit of soviet artillery M1938 122mm - even LefH 105 mm has 3 points...

Re: Eastern Front: Soviet Storm v1.95b

Posted: Tue Dec 26, 2017 2:03 pm
by Estherr
1) It is not. Bug was reported to Akkula already and hopefully it will be fixed in new update;
2) 122/152mm Soviet Artillery have two versions: with 3-hex range (122/152 M1937) and 2-hex with slightly better SA and ammo (122/152 M1938 + later 152mm M1943).

I believe, it's an attempt to simulate wide range of real soviet artillery in WWII:
122mm M1937 (A-19) gun with ~20km range and 122m M1938 (M-30) with ~11,5km range. Same for 152mm: long-range M1937 (ML-20) gun-howitzer and relatively short-range M1938 (M-10) and M1943 (D-1) howitzers.

Though it may be a good idea to rebalance German artillery units aswell to match ranges - LefH 10,5 should be on par with M1938's according to wiki range of ~11-12km :)

Re: Eastern Front: Soviet Storm v1.95b

Posted: Tue Dec 26, 2017 8:38 pm
by KornelPL
Estherr wrote:1) It is not. Bug was reported to Akkula already and hopefully it will be fixed in new update;
2) 122/152mm Soviet Artillery have two versions: with 3-hex range (122/152 M1937) and 2-hex with slightly better SA and ammo (122/152 M1938 + later 152mm M1943).

I believe, it's an attempt to simulate wide range of real soviet artillery in WWII:
122mm M1937 (A-19) gun with ~20km range and 122m M1938 (M-30) with ~11,5km range. Same for 152mm: long-range M1937 (ML-20) gun-howitzer and relatively short-range M1938 (M-10) and M1943 (D-1) howitzers.

Though it may be a good idea to rebalance German artillery units aswell to match ranges - LefH 10,5 should be on par with M1938's according to wiki range of ~11-12km :)
Hi there,
I can't agree with this argumentation. Moreover - the problem is about other units as well (as I mentioned) not only in artillery. I play SSI style games since PGI time. And good thing in PG2 was that once upon a time many players understood that max range of fire in hexes shall be limited up to 8-9 hexes not 6. Here, reducing M1938 range to 2 points is making it equal to BM-30, which had only 4,5 km max range of fire - this is insane. And 122 mm A19 gun should have a range of 4 km - it was a backbone of soviet long artillery forces. That why in PG2 game I alwasy make the thing like this: M30 3 hexes, BM-13 3 hexes, BM-30 2 hexes, A19 4 hexes, ML-20 3 hexes. And cost of let say katiusha launchers is INSANE - in real it was very very cheap. the concept of MLRS should be different. Very cheap,very powerful but with one single shot - after that you have to reload this - that how I create this units for PG2 and Peoples General.


So again - how to edit units stats ???????

Re: Eastern Front: Soviet Storm v1.95b

Posted: Tue Dec 26, 2017 9:38 pm
by guille1434
Hello KornelPL:

In order to edit unit stats, you have to edit the file named equipment.pzeqp which can be found in the Data folder of the game directory. You can use Excel or a text editor like notepad to edit the values in this file. You should be careful not to add additional spaces or tab marks if you use notepad or similar software.

Greetings!

Re: Eastern Front: Soviet Storm v1.95b

Posted: Wed Dec 27, 2017 4:44 pm
by Yrfin
KornelPL wrote:
Estherr wrote:1) It is not. Bug was reported to Akkula already and hopefully it will be fixed in new update;
2) 122/152mm Soviet Artillery have two versions: with 3-hex range (122/152 M1937) and 2-hex with slightly better SA and ammo (122/152 M1938 + later 152mm M1943).

I believe, it's an attempt to simulate wide range of real soviet artillery in WWII:
122mm M1937 (A-19) gun with ~20km range and 122m M1938 (M-30) with ~11,5km range. Same for 152mm: long-range M1937 (ML-20) gun-howitzer and relatively short-range M1938 (M-10) and M1943 (D-1) howitzers.

Though it may be a good idea to rebalance German artillery units aswell to match ranges - LefH 10,5 should be on par with M1938's according to wiki range of ~11-12km :)
Hi there,
I can't agree with this argumentation. Moreover - the problem is about other units as well (as I mentioned) not only in artillery. I play SSI style games since PGI time. And good thing in PG2 was that once upon a time many players understood that max range of fire in hexes shall be limited up to 8-9 hexes not 6. Here, reducing M1938 range to 2 points is making it equal to BM-30, which had only 4,5 km max range of fire - this is insane. And 122 mm A19 gun should have a range of 4 km - it was a backbone of soviet long artillery forces. That why in PG2 game I alwasy make the thing like this: M30 3 hexes, BM-13 3 hexes, BM-30 2 hexes, A19 4 hexes, ML-20 3 hexes. And cost of let say katiusha launchers is INSANE - in real it was very very cheap. the concept of MLRS should be different. Very cheap,very powerful but with one single shot - after that you have to reload this - that how I create this units for PG2 and Peoples General.
?
Agreed.
Range (and not only range) for Soviet Arty looking strange in Vanilla e-file and need to be balanced.
But it is more complicated then Guille said: "Edit Range at one and have a big fun" :)
Balance Arty must be include:
- Range
- Speed of transportation
- Field movement (Movement speed on field depends of type of Terrain)
- Speed of Deployment.
- Maintenance (Ammo/Fuel)
- RoF
- Ability to play different "roles" (Support Arty/AT Arty/Siege Arty and so on).

Its why Im will be try to fix and balance it in my YEFA Mod.
http://www.slitherine.com/forum/viewtop ... 16#p693716

Re: Eastern Front: Soviet Storm v1.95b

Posted: Sat Jan 06, 2018 11:16 pm
by Akkula
Hello everyone,
Version 1.96 will come soon with some minor adjustments and improvements.
The Tu-2 family will be split in Tu-2, Tu-2S and Tu-2D
Image

Will be more expensive but it is going to be a good investment for your air force :P

Best regards,
Akkula.

Re: Eastern Front: Soviet Storm v1.95b

Posted: Sat Jan 06, 2018 11:20 pm
by guille1434
Excellent! More variety! :-)

Re: Eastern Front: Soviet Storm v1.95b

Posted: Sun Jan 07, 2018 5:25 am
by guille1434
Hello Akkula!

To give more visual difference between the Tu-2 variants you plan to include in the updated Soviet equipment file, I made these icons, may be you want to use them... Also, I will try to make a Tu-2D icon, a variant which had longer wingspan, a different cockpit canopy, because the pilot and the navigator/bomb aimer were seated side to side instead of being in tandem, back to back seats as in the Tu-2 and Tu-2S variants, and a different fuselage nose.

Also I will be uploading the base icon, mask and a special brown-green camo skin I made to be used on Soviet aircraft.

I hope you like them!

Re: Eastern Front: Soviet Storm v1.95b

Posted: Sun Jan 07, 2018 12:06 pm
by Yrfin
Great work (like always) guille !
Can you make "landed" version of Tu-2 ?

Re: Eastern Front: Soviet Storm v1.95b

Posted: Sun Jan 07, 2018 7:08 pm
by uzbek2012
Akkula wrote:Hello everyone,
Version 1.96 will come soon with some minor adjustments and improvements.
The Tu-2 family will be split in Tu-2, Tu-2S and Tu-2D
Image

Will be more expensive but it is going to be a good investment for your air force :P

Best regards,
Akkula.

Great news ! Waiting for the release of an updated version , say at least approximately when will it be ?
http://www.novate.ru/blogs/010915/32776/

Re: Eastern Front: Soviet Storm v1.95b

Posted: Sun Jan 07, 2018 8:10 pm
by Estherr
Akkula wrote:Hello everyone,
Version 1.96 will come soon with some minor adjustments and improvements.
The Tu-2 family will be split in Tu-2, Tu-2S and Tu-2D
Image

Will be more expensive but it is going to be a good investment for your air force :P

Best regards,
Akkula.
Woohoo, that's totally awesome!

ps: if I may suggest using some lend-lease bombers as mid-war soviet strategic options? It's really boring there's no new heavy bombers through entire campaign. I know, USSR never relied much on "strategic" bombing during WWII, but still, they used mitchells, some "recovered" B-17s afaik (bonus unit?) and such. And yes, I love to have alot of stuff to choose from, lol

Re: Eastern Front: Soviet Storm v1.95b

Posted: Mon Jan 08, 2018 3:21 am
by guille1434
Can we go into the "What If" realm and give the Red Air Force some Tupolev Tu-4 bombers? You know, the copy of the B-29... :-)

Re: Eastern Front: Soviet Storm v1.95b

Posted: Mon Jan 08, 2018 2:10 pm
by David Hansen
I just started the large, grand campaign this weekend. The game is massive, but also a little overwhelming for a newbie.
Looking for a couple of tips on how to get started playing this mod... say for the first 3-6 turns.
TXS

Re: Eastern Front: Soviet Storm v1.95b

Posted: Mon Jan 08, 2018 2:40 pm
by uzbek2012
guille1434 wrote:Can we go into the "What If" realm and give the Red Air Force some Tupolev Tu-4 bombers? You know, the copy of the B-29... :-)
Cool offer ) Add all the planes of lend-lease.!
https://topwar.ru/21425-sovetskie-asy-n ... keyny.html
http://arsenal-info.ru/b/book/1065055311/15
http://alternathistory.com/realii-lend- ... oi-mirovoi

Re: Eastern Front: Soviet Storm v1.95b

Posted: Tue Jan 09, 2018 3:47 am
by fcbayern1984
Hi guys and Happy New Year!!! During the holydays I've played a lot of Soviet Storm and almost finish the first campaign. But sadly about 10 missions before the end I have to quit. And the reason is that the AI behavior become more and more stupid which I haven't seen in other mods I've played until now. Initially I thought it's a single bug but it started to repeat constantly. Firstly the defending german forces don't attack at all. Even I put a heavy tank with 4HP into the forest ground one square away of them they don't attack him. They are steady settled to the certain position on the map and don't do anything exept if I put some unit next to them. And this is very very stupid action because I can situate my artilery 1 square away of them without fear of being destroy it. And I clearly remember that in vanilla version was not so, the infantry troops jump out from their cities to kill some of my misguided or badly situated units at the Original. This thing start to show from the Minsk map but especially continue in Yugoslavia and the two Hungarian missions. Secondly there was one or two defending campains where the Germans tried to recapture their previous lands and I had to defend. I coundn't believe my eyes they started to attack my fully upgraded heavy tanks with trucks and infantry SdKfz's and beating their troops was a piece of cake. And this thing happened not one or two times and constantly. Furthermore they crushed into my units at the clear weather one square away from me by ambushing action. I don't understand why did the moderator set them so small area of view so that they are trapped into my ambush. And I'm precisely telling you that the infantry and tanks didn't travel from long distances and only one or two square away from my units so I can clearly see them without using recons or planes. I'm sorry that I can't show you pictures but I don't know how to print and save the moving scenes when the turns change.
Finally the missions became very easy, I was finishing them 5-6 tunrns before the end with 20k unused prestige (as you know I play 100% for me and 150% for AI at fieldmarshal difficulty). Terrain is not difficult, Germans throw at me very few core units(2 tigers II and 2 panters) and I crush them like a bug with my 6 heavy ISU's and much more IS-1944 or T-44A. And the aviation is more and more rare so I can handle with it in one or two turns. I even don't use infantry 4-5 OT-34 do all job. Epic battles at the beginning of the campaign are faraway memory. Raising the challenge would be a good idea to improve the mod. Thanks.