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New Mod Project "WWII: CHINA" Launched
Posted: Sat Oct 08, 2011 2:06 am
by naturesheva
Hi, all Panzer Corps players and modders.
Here, I'm glad to announce the launch of our new Mod project: "WWII: CHINA".
This will be an absolutely new Mod by our newly formed Mod Team. The target of our team is to make a big Mod which will be longer than the original game.
We can understand not many western people knowing this war very much. By playing through the Mod, we hope all the players will acknowledge the importance and difficulty of this war as part of the WWII. So, we did quite a lot on researching, try to make the mod as closer as possible to the history.
Someone might heard of the "Sino-Japanese War" Mod I've made before. The background of the new Mod will be same as the old one.
Here's a link to the old Mod, I guess this could give you some indication for the new Mod.
viewtopic.php?t=26979
viewtopic.php?t=26896
However, the new Mod will mainly focus on the tactical part of the war, so China will also act as attacker in many scenarios. Large scale strategic map will appear as well., but it will not become the major partof the Mod.
Also, some new features of the game will be introduced, such as capture enemy's units. Much more new terrain will be in the new Mod as well. Of course, many new units will come with highly-detailed 3D model. (Some other WWII game Mod group help us quite a lot).
We hope some new scenarios will be released in the coming weeks. Also, we hope the new Mod will bring a great experience for the players.
We'll update all the latest information here, any comments/ criticizes is highly welcomed!
Again, thanks a lot for any player supporting our Mod!! Your supports are always most helpful for us. Thanks!!!

Posted: Sat Oct 08, 2011 2:10 am
by naturesheva
Here's the new start screen for MOD "WWII: CHINA"
English Version will be available later.
Posted: Sat Oct 08, 2011 2:11 am
by VPaulus
Great!
Nice start screen.
Please, keep us informed.
Posted: Sat Oct 08, 2011 2:23 am
by naturesheva
VPaulus wrote:Great!
Nice start screen.
Please, keep us informed.
Thanks, Paul~!
I think we will have a lot technical questions to ask you later on~~

Posted: Sat Oct 08, 2011 2:32 am
by Kerensky
That menu screen is AWESOME.
But just so you know(I guess this is a general notice to everyone too, but this thread is as good as any), to enable proper function of DLC campaigns (separate but linked campaigns), there are big changes coming to how the campaign selection screen works and appears, so don't get too far ahead of yourself.
Hopefully at the same time, we should have much better custom campaign support (no more overwriting existing campaigns to implement your custom ones) so stay tuned.
Posted: Sat Oct 08, 2011 2:43 am
by naturesheva
Kerensky wrote:That menu screen is AWESOME.
But just so you know(I guess this is a general notice to everyone too, but this thread is as good as any), to enable proper function of DLC campaigns (separate but linked campaigns), there are big changes coming to how the campaign selection screen works and appears, so don't get too far ahead of yourself.
Hopefully at the same time, we should have much better custom campaign support (no more overwriting existing campaigns to implement your custom ones) so stay tuned.
Kerensky, thanks for you remind!
I think that's an awesome news for all the modders as well~!!
Really look forward the next version~!!
Posted: Sun Oct 09, 2011 1:24 am
by naturesheva
The letter system. During any scenarios, you'll recieve some letters/maps information.
Here's an example for a standard letter.
English Version will be available later on.
Posted: Sun Oct 09, 2011 1:41 am
by Razz1
This is great!
I worked on a few games for the war in the Pacific but only at a higher level for war in China.
Posted: Tue Oct 11, 2011 8:11 am
by naturesheva
A map showing the current strategic situation. (Example only)
Posted: Tue Oct 11, 2011 8:15 am
by El_Condoro
Is that during a turn? How does the player access that? It's what I have asked for for a long time - have you achieved this wonder of technology?

Posted: Tue Oct 11, 2011 11:57 am
by naturesheva
El_Condoro wrote:Is that during a turn? How does the player access that? It's what I have asked for for a long time - have you achieved this wonder of technology?

It is during a turn. We achieved that by editing the neweqp.htm under UI folder. The image(map) is actually the "bigunit image" for a unit. So each time we want to show a map like this, we need to add a new unit, with the country's flag, and set the available time to a certain time( the time of the turn).
I wish it's not too hard to understand what I said.~~

Posted: Tue Oct 11, 2011 12:05 pm
by rezaf
I think what you write is understandable, and if I have indeed understood it, some darn creative retooling of the game mechanics.
However, you can no longer display the ordinary window (the one that actually shows new units available), right?
I'm awaiting what magic trick you used to make the capture of units possible.
That said, I really wish the devs would realize the potential and create some proper scripting options for PzC.
Then again, I guess it'd also be nice if time was spent on the AI instead to make it less single minded.
Ah well, I can't decide.
Anyway, congrats for coming up with this solution.
_____
rezaf
Posted: Tue Oct 11, 2011 12:56 pm
by El_Condoro
Well done. Some very clever lateral thinking going on there. A fair amount of work, too, but like rezaf said, a creative solution.
Posted: Tue Oct 11, 2011 10:14 pm
by naturesheva
rezaf wrote:I think what you write is understandable, and if I have indeed understood it, some darn creative retooling of the game mechanics.
However, you can no longer display the ordinary window (the one that actually shows new units available), right?
I'm awaiting what magic trick you used to make the capture of units possible.
That said, I really wish the devs would realize the potential and create some proper scripting options for PzC.
Then again, I guess it'd also be nice if time was spent on the AI instead to make it less single minded.
Ah well, I can't decide.
Anyway, congrats for coming up with this solution.
_____
rezaf
Thanks, rezaf!
Actually I changed the order of the images, so the bigunit image is on the right top, which cover the rest infomations.
So, when there's a normal new equipment comes, since the bigunit image become to normal size, the window will also show the other infomation for this new unit~

Posted: Tue Oct 11, 2011 10:17 pm
by naturesheva
For the capture of units.
The system is not perfect at the moment, I'll surly post if here when the first map finished.
The idea is to use enforcement as the captured unit. Once one unit is destoryed, the captured unit (enforcement) will show in the next turn.
Posted: Wed Oct 12, 2011 1:47 am
by VPaulus
It just looks great!
Posted: Wed Oct 12, 2011 4:08 am
by Razz1
There's two problems with your posts.
I can not read Chinese on either one.
Mu ha ha........
Posted: Wed Oct 12, 2011 9:06 am
by VPaulus
^
Time to learn.
Twenty years ago, it was the Japanese which was important. But nowadays, it's Chinese.
If I were you, would learn Mandarin and Cantonese, just to be sure.
Posted: Wed Oct 12, 2011 11:51 am
by naturesheva
Razz1 wrote:There's two problems with your posts.
I can not read Chinese on either one.
Mu ha ha........
So, that's a good time to learn Chinese, hahaha~~
Anyway, English version will be available soon after the lease of the Mod, don't worry about that. Translation is not a big work to do.
At the moment, we're focusing the new features and function we could make in our Mod. Also, a lot of graphic work is in processing as well.
Posted: Wed Oct 12, 2011 11:57 am
by naturesheva
VPaulus wrote:^
Time to learn.
Twenty years ago, it was the Japanese which was important. But nowadays, it's Chinese.
If I were you, would learn Mandarin and Cantonese, just to be sure.
I'm so happy that you would like to learn Chinese somewhen~, Paulus.
I'm sorry I cannot teach you Chinese by our Mod,
But I'm so happy if you can learn a bit about this war, about the history by our Mod~~!!
