***[MOD] RUSSIA AT WAR:1941
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
In part I already wrote about the necessary units,
but here is a complete list of wanted units for today:
For Germany:
- Coastal observation post.
- Coastal battery, 150-170mm and/or 130mm captured guns, and maybe the coastal battery "Tirpitz" 240mm.
Torpedo Bombers based on:
- He-111
- Ju-88
In fact, the German fleet is not only Tirpitz and Hipper,
and also a few hundred smaller ships, which were also used in the campaign against Russia.
U-Jager Boot
https://de.wikipedia.org/wiki/U-Jagd-Boot
M-boot
http://www.german-navy.de/kriegsmarine/ ... index.html
R-boat (Raumboat)
http://www.german-navy.de/kriegsmarine/ ... index.html
V-boat
http://www.german-navy.de/kriegsmarine/ ... index.html
MFP
http://www.german-navy.de/kriegsmarine/ ... index.html
and variant - AFP
http://www.german-navy.de/kriegsmarine/ ... index.html
Siebel
http://www.german-navy.de/kriegsmarine/ ... index.html
For Russia:
- The Soviet barge.
- River monitor, for example type Zhitomir / Krakow (formerly Polish).
http://docplayer.ru/docs-images/59/4381 ... es/1-0.png
- Floating anti-aircraft battery No. 3 - "Do not touch me"
https://content.tviz.tv/gfx/res/43327/3 ... c0s4oo.jpg
http://i.ucrazy.ru/files/pics/2017.02/1487598303_4.jpg
- Soviet floating dock PD-16.
http://www.kchf.ru/photos/photo_vspomog/pd16_02.jpg
but here is a complete list of wanted units for today:
For Germany:
- Coastal observation post.
- Coastal battery, 150-170mm and/or 130mm captured guns, and maybe the coastal battery "Tirpitz" 240mm.
Torpedo Bombers based on:
- He-111
- Ju-88
In fact, the German fleet is not only Tirpitz and Hipper,
and also a few hundred smaller ships, which were also used in the campaign against Russia.
U-Jager Boot
https://de.wikipedia.org/wiki/U-Jagd-Boot
M-boot
http://www.german-navy.de/kriegsmarine/ ... index.html
R-boat (Raumboat)
http://www.german-navy.de/kriegsmarine/ ... index.html
V-boat
http://www.german-navy.de/kriegsmarine/ ... index.html
MFP
http://www.german-navy.de/kriegsmarine/ ... index.html
and variant - AFP
http://www.german-navy.de/kriegsmarine/ ... index.html
Siebel
http://www.german-navy.de/kriegsmarine/ ... index.html
For Russia:
- The Soviet barge.
- River monitor, for example type Zhitomir / Krakow (formerly Polish).
http://docplayer.ru/docs-images/59/4381 ... es/1-0.png
- Floating anti-aircraft battery No. 3 - "Do not touch me"
https://content.tviz.tv/gfx/res/43327/3 ... c0s4oo.jpg
http://i.ucrazy.ru/files/pics/2017.02/1487598303_4.jpg
- Soviet floating dock PD-16.
http://www.kchf.ru/photos/photo_vspomog/pd16_02.jpg
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Mines are deadly toys.
I will continue to adhere to the DevDiary format.
In the next version of the mod, two types of naval mines are planned.
The first is a mine with the usual properties, let's call it an anchor mine.
Icons for mines were made by Guille1434.
By the way, which version of the mine do you prefer the right icon or the left one?
The second variant is a magnetic or bottom naval mine.
She does not have a minefield trait. But has a camo trait.
This allows it to cause unexpected and serious damage to naval units.
And she does not remain marked on the map, after contact with her.
And again, which version of the mine icon do you prefer the right or left?
And of course there will be various carriers for mines.
Ships, airplanes and submarines.
I will continue to adhere to the DevDiary format.
In the next version of the mod, two types of naval mines are planned.
The first is a mine with the usual properties, let's call it an anchor mine.
Icons for mines were made by Guille1434.
By the way, which version of the mine do you prefer the right icon or the left one?
The second variant is a magnetic or bottom naval mine.
She does not have a minefield trait. But has a camo trait.
This allows it to cause unexpected and serious damage to naval units.
And she does not remain marked on the map, after contact with her.
And again, which version of the mine icon do you prefer the right or left?
And of course there will be various carriers for mines.
Ships, airplanes and submarines.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
- anchor mine : right
- magnetic mine : left
- magnetic mine : left
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
I will agree with Richard although either one of the anchor mines would work nicely.Richard1 wrote:Left looks best to me.
I'm curious about how you're implementing the transportation of the mines. Will you be using switched units (carrier/mine) or will you make new transport units to carry the mines? Or have you discovered another way?
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Guys, thanks for the feedback!
The same way as in the current version of the mod (RAW - v 0.7) in the Battle for Moscow, for land-mines and bunkers units.
I already posted this screenshot earlier.
All mines and bunkers are placed through mobile carriers.
And bunkers still begin, with low strength, and grow with time, it's seen in the picture
Simulation of the construction of fortifications.
Switched units (carrier/mine) mode will be used.cw58 wrote: I'm curious about how you're implementing the transportation of the mines. Will you be using switched units (carrier/mine) or will you make new transport units to carry the mines? Or have you discovered another way?
The same way as in the current version of the mod (RAW - v 0.7) in the Battle for Moscow, for land-mines and bunkers units.
I already posted this screenshot earlier.
All mines and bunkers are placed through mobile carriers.
And bunkers still begin, with low strength, and grow with time, it's seen in the picture
Simulation of the construction of fortifications.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
DEPLOYMENT OF TROOPS AND RESERVES.
A few notes on the deployment of Soviet troops in mod. And to not forget yourself
1. The first Strategic echelon of the Red Army.
Is located near the border.
With him, everything is clear. A huge number of troops.
2. The second strategic echelon of the Red Army.
Part of the armies were redeployed and were behind the armies of the first echelon. Here is an example near Kiev.
Part of the armies were in the process of redeployment. This is reflected here.
And here.
And a part of the units is available but has a reduced strength, since it was not fully formed. The player can complete such units himself.
Part of the force was in military districts. And they were under-trained.
Then the player needs to wait when in the military districts the unit is fully formed and will be available.
On the map, these units appear as they are completed and ready in different districts on the map.
3. Redeployment of troops from the East of the country.
It is the army from the east of the country Siberia, the far east, the middle Asia and other military districts.
Some army at the time of the beginning of the war were already on the trains and moved to the border.
Some armies will need time to be fully manned and then they will appear in the east on trains.
Huge columns of trains.
In all mod, I tried to keep the proportions in armaments and equipment.
Therefore, for example, armored vehicles and weapons from troops from the east of the country will be more out of date.
But if there was a modern weapon such as artillery, then it will be in the amount in which it was in reality in these districts. And other artillery will be obsolete.
For example, Voroshilovets transport, will be at some unit, because they were more to the east. And in the West, it is quite rare.
Etc.
3. Mobilization and Production.
But the columns from the East of the country will one day end...
The processes of forming new units begin.
The main centers of appearance are the zone of Moscow, Leningrad, a number of regions of the country, such as the Volga region, the Caucasus.
Also, a large mobilization and training center is located in the Gorky district (behind Moscow).
There appears armored vehicles, aviation.
By the way there are units of LendLease. Because armored vehicles, aviation was delivered first to the Gorky area, put into operation. And then went to the manning of the parts.
Here, two principles were used, the first, the time of appearance and the number of new infantry units, was close to the formation of real divisions.
The second, armored vehicles and aircraft took real monthly production data for each model, and based on this,
taking into account the lowering modifiers of non-combat losses and the vehicle modifier for replacement, new units appear.
A few notes on the deployment of Soviet troops in mod. And to not forget yourself
1. The first Strategic echelon of the Red Army.
Is located near the border.
With him, everything is clear. A huge number of troops.
2. The second strategic echelon of the Red Army.
Part of the armies were redeployed and were behind the armies of the first echelon. Here is an example near Kiev.
Part of the armies were in the process of redeployment. This is reflected here.
And here.
And a part of the units is available but has a reduced strength, since it was not fully formed. The player can complete such units himself.
Part of the force was in military districts. And they were under-trained.
Then the player needs to wait when in the military districts the unit is fully formed and will be available.
On the map, these units appear as they are completed and ready in different districts on the map.
3. Redeployment of troops from the East of the country.
It is the army from the east of the country Siberia, the far east, the middle Asia and other military districts.
Some army at the time of the beginning of the war were already on the trains and moved to the border.
Some armies will need time to be fully manned and then they will appear in the east on trains.
Huge columns of trains.
In all mod, I tried to keep the proportions in armaments and equipment.
Therefore, for example, armored vehicles and weapons from troops from the east of the country will be more out of date.
But if there was a modern weapon such as artillery, then it will be in the amount in which it was in reality in these districts. And other artillery will be obsolete.
For example, Voroshilovets transport, will be at some unit, because they were more to the east. And in the West, it is quite rare.
Etc.
3. Mobilization and Production.
But the columns from the East of the country will one day end...
The processes of forming new units begin.
The main centers of appearance are the zone of Moscow, Leningrad, a number of regions of the country, such as the Volga region, the Caucasus.
Also, a large mobilization and training center is located in the Gorky district (behind Moscow).
There appears armored vehicles, aviation.
By the way there are units of LendLease. Because armored vehicles, aviation was delivered first to the Gorky area, put into operation. And then went to the manning of the parts.
Here, two principles were used, the first, the time of appearance and the number of new infantry units, was close to the formation of real divisions.
The second, armored vehicles and aircraft took real monthly production data for each model, and based on this,
taking into account the lowering modifiers of non-combat losses and the vehicle modifier for replacement, new units appear.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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- Sergeant First Class - Panzer IIIL
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Hi Intenso, I've tried your Russia at War mod (0.7 beta) and wanted to give some feedback. I realise that English is not your first language so i hope you understand my comments
First of all, thank you for all the work you have put in to make RAW, and for trying to do something different. Unfortunately, my experiences with the mod aren't very positive.
1. For me, there are too many units and the AI turn takes too long. Because I had problems with the mod (see below), I had to sit through the very long 1st AI turn several times and it became boring.
2. There are some "invisible" units. The AI attacks them and they take damage, but there is no unit to see. I can't tell you the hexes as the map moves too quickly.
3. On my desktop PC, in Windows 7, when it was my turn, the map area stayed blank and there was nothing to see. If I moved the mouse pointer round, the text in the panel said unit names, but there was nothing to see, so I couldn't take a turn.
4. On my desktop PC in Windows 10, part way through the AI 1st turn I go a message saying Panzer Corps has crashed and it quit.
5. On my laptop, in Windows 7, I got to my turn! I went through my units using the "Next Unit" button and after a few clicks I got an "invisible" unit. When I clicked on it, It showed movement hexes, then Panzer Corps froze and I had to use Task manager to close it.
I am using Panzer Corps Gold v1.31, and have tried with "/nocache" and without it.
Sorry to only have problems to report I wanted to try your mod after all the work you put in and as you can see I have tried a few times, but at the moment I can't play it. Maybe other people have had more luck?
Keep up the good work! Cheers, rubyjuno.
First of all, thank you for all the work you have put in to make RAW, and for trying to do something different. Unfortunately, my experiences with the mod aren't very positive.
1. For me, there are too many units and the AI turn takes too long. Because I had problems with the mod (see below), I had to sit through the very long 1st AI turn several times and it became boring.
2. There are some "invisible" units. The AI attacks them and they take damage, but there is no unit to see. I can't tell you the hexes as the map moves too quickly.
3. On my desktop PC, in Windows 7, when it was my turn, the map area stayed blank and there was nothing to see. If I moved the mouse pointer round, the text in the panel said unit names, but there was nothing to see, so I couldn't take a turn.
4. On my desktop PC in Windows 10, part way through the AI 1st turn I go a message saying Panzer Corps has crashed and it quit.
5. On my laptop, in Windows 7, I got to my turn! I went through my units using the "Next Unit" button and after a few clicks I got an "invisible" unit. When I clicked on it, It showed movement hexes, then Panzer Corps froze and I had to use Task manager to close it.
I am using Panzer Corps Gold v1.31, and have tried with "/nocache" and without it.
Sorry to only have problems to report I wanted to try your mod after all the work you put in and as you can see I have tried a few times, but at the moment I can't play it. Maybe other people have had more luck?
Keep up the good work! Cheers, rubyjuno.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Hi, rubyjuno!
It is a pity that you have problems with the mod.
But let's see what can be done.
It's strange that no one wrote about the problems.
But I definitely had a mod working
Although I do not know the exact number, who passed beyond one turn )
And this is long.
You can run any scenario before starting the campaign, for example, a hot-seat.
And put the settings in menu.
- do not show opponent's move
- do not show an opponent's attack
- Set slider - Movement Speed to the right.
Settings can be combined for you.
And then start the campaign.
This will reduce the opponent's move time to 3 minutes.
When the number of units decreases, the speed will only increase
Most likely there is not enough of an icon, so some units are invisible.
If they attack, the game will crash.
1. Do you play the English language version of game?
If not, it's worth switching to English.
2. How did you install the mod?
On top of other mods or on a clean game? Using JSGME?
3. How many files do you have in the directory with the game in the Graphics\Units folder
It is a pity that you have problems with the mod.
But let's see what can be done.
Yes, and if someone wants me to fix the errors in the messages in mod, let me know what to edit thererubyjuno wrote:I realise that English is not your first language so i hope you understand my comments
Several hundred people downloaded it.rubyjuno wrote:First of all, thank you for all the work you have put in to make RAW, and for trying to do something different. Unfortunately, my experiences with the mod aren't very positive.
It's strange that no one wrote about the problems.
But I definitely had a mod working
Although I do not know the exact number, who passed beyond one turn )
Yes, AI move takes about 15-20 minutes.rubyjuno wrote:1. For me, there are too many units and the AI turn takes too long. Because I had problems with the mod (see below), I had to sit through the very long 1st AI turn several times and it became boring.
And this is long.
You can run any scenario before starting the campaign, for example, a hot-seat.
And put the settings in menu.
- do not show opponent's move
- do not show an opponent's attack
- Set slider - Movement Speed to the right.
Settings can be combined for you.
And then start the campaign.
This will reduce the opponent's move time to 3 minutes.
When the number of units decreases, the speed will only increase
It seems that this is all one problem.rubyjuno wrote:2. There are some "invisible" units. The AI attacks them and they take damage, but there is no unit to see. I can't tell you the hexes as the map moves too quickly.
3. On my desktop PC, in Windows 7, when it was my turn, the map area stayed blank and there was nothing to see. If I moved the mouse pointer round, the text in the panel said unit names, but there was nothing to see, so I couldn't take a turn.
4. On my desktop PC in Windows 10, part way through the AI 1st turn I go a message saying Panzer Corps has crashed and it quit.
5. On my laptop, in Windows 7, I got to my turn! I went through my units using the "Next Unit" button and after a few clicks I got an "invisible" unit. When I clicked on it, It showed movement hexes, then Panzer Corps froze and I had to use Task manager to close it.
Most likely there is not enough of an icon, so some units are invisible.
If they attack, the game will crash.
1. Do you play the English language version of game?
If not, it's worth switching to English.
2. How did you install the mod?
On top of other mods or on a clean game? Using JSGME?
3. How many files do you have in the directory with the game in the Graphics\Units folder
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
The game will only normal work with the parameter "/nocache".rubyjuno wrote:I am using Panzer Corps Gold v1.31, and have tried with "/nocache" and without it.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Thanks for you fast reply
The messages in the mod are okay, I meant I hope you understood me
I understand about speeding the AI turn up, I can do that next time
The missing units in the AI turn don't cause a crash. They are attacked and suffer damage, so they are there, I just can't see them
1. I play in English.
2. I installed the mod using JSGME - only the RAW mod, I never install more than 1 mod at once (unless it's required to play, like Massi mod for example).
3. In Graphics\Units folder I have a "desert folder" and 1,267 files.
Cheers, rubyjuno.
The messages in the mod are okay, I meant I hope you understood me
I understand about speeding the AI turn up, I can do that next time
The missing units in the AI turn don't cause a crash. They are attacked and suffer damage, so they are there, I just can't see them
1. I play in English.
2. I installed the mod using JSGME - only the RAW mod, I never install more than 1 mod at once (unless it's required to play, like Massi mod for example).
3. In Graphics\Units folder I have a "desert folder" and 1,267 files.
Cheers, rubyjuno.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Answered you in PM.rubyjuno wrote:The missing units in the AI turn don't cause a crash. They are attacked and suffer damage, so they are there, I just can't see them
1. I play in English.
2. I installed the mod using JSGME - only the RAW mod, I never install more than 1 mod at once (unless it's required to play, like Massi mod for example).
3. In Graphics\Units folder I have a "desert folder" and 1,267 files.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
In my opinion: of course RaW have very good features..
But its only for Hardcore Players (Too long time for Turn and too many Units).
I think about divide this Mod to 3 parts: Armee Group North/Center/South.
But its only for Hardcore Players (Too long time for Turn and too many Units).
I think about divide this Mod to 3 parts: Armee Group North/Center/South.
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Yes it is.Yrfin wrote:But its only for Hardcore Players (Too long time for Turn and too many Units).
And testing takes a long time
About a year ago, when there was an idea to make this mod. I was thinking about dividing into parts.Yrfin wrote: I think about divide this Mod to 3 parts: Armee Group North/Center/South.
If the engine did not support the number of units and the map size, one of the ideas was
divide into parts, and make the matrix 3 by 3.
And depending on the outcome, for example, the Germans captured Moscow, then goes the scenario A1,
Not captured Moscow is the scenario A2. Captured Moscow and Leningrad scenario A3.
But this would require even more work.
And even more testing.
Therefore, the current scheme was chosen.
Another reason why I do not like this idea.
The fact that the mod relies on historical data.
The most studied period is the beginning of the Great Patriotic War.
This is the composition and location of troops on both sides.
If you try to take only one Army Group.
That already accurate data after June 22, 1941 can not be found.
We do not know the exact composition of forces, for both sides, we do not know what reinforcement was. This is an isolated piece of war.
You can only find scrappy information that is not contained in one system.
Therefore, integrity is lost.
And I would not want to invent something.
Also, this will not differ from the classical style of the PZC.
And in the campaign mode, it will look strange when all the units in core initially fights in the area of Army Group North, then it goes to Army Group Center.
But this is the limitation of the engine. Another thing, if you can separate the units in the core and send them to three parallel scenario at the same time:)
And here, if I add a second scenario, the campaign will become a campaign
and the whole idea will be clear. And it will look more holistic.
When we give the initial units, we determine the reinforcements,
and then the player himself varies his troops (the core) in one direction or another.
Upgrade, restore, destroy what he pleases.
This makes the creation process easier.
Just need to work on the balance and test, test, test ...
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
I understood your reasons.
But like you said: "If the engine did not support the number of units and the map size, one of the ideas was
divide into parts, and make the matrix 3 by 3.."
So (in my opinion) for RaW in PzC:
1. Start 3 scenarios (like McCuba did before Barbarossa Scenario: Poland/Norway/France...).
2. 23.08.41 change it to Global Map ("Taifun" started).
But like you said: "If the engine did not support the number of units and the map size, one of the ideas was
divide into parts, and make the matrix 3 by 3.."
So (in my opinion) for RaW in PzC:
1. Start 3 scenarios (like McCuba did before Barbarossa Scenario: Poland/Norway/France...).
2. 23.08.41 change it to Global Map ("Taifun" started).
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
I have played it (albeit an earlier version), As regards the length of time for turns: yes the first few turns take quite a while but so many units get killed quite quickly! that is speeds up quite considerably to become comparable with battlefield europe or even less time.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
It's good that Rubyjuno got to run the RAW mod.
In the current version, I had more icons.
Strange, probably what that icon changed the name or was added.
I also updated the download link.
And in the future, if I add a second scenario, then you can restore units.
2. I played test games with the Random parameter and Dice chess.
And statistically there was less loss of units at Random.
Probably because, at a randomness, more units survived the attack and the player could take them to the rear for replenishment.
Therefore I recommend Random.
By the way, if you get to pass the mod to the end.
I would be interested to get feedback.
And also if possible saves of game, for example, for every 5 turn.
Moreover, the result of victory or not, it does not matter.
I'm interested to see how the AI progresses, what the losses will be on both sides.
Yes, there "Refom unit" will also help.
You can just wait when the AI will have less targets to attack
And the turn time itself will decrease
It is worth looking at this as the initial scene of the Allied landing on the beach from the movie "Saving Private Ryan".
I tried to achieve a similar effect. When there is a complete devastation and collapse.
But a player unlike a movie can affect this.
I deliberately did not reduce the number of Soviet forces to show that the Red Army was quite numerous before the war, but something went wrong.
Because of this, the German forces look very strong. But again this is calculated on the basis of the outcome of the battles. The time for which the Germans can capture certain cities with reference to real dates.
But the problem there is not with AI, but with the delay of animation after the attack.
When the results of the battle are shown.
It lasts too long.
Those a direct link between the duration of the AI turn and the number of its attacks.
By the way, the player's turn time also depends on this)
In the current version, I had more icons.
Strange, probably what that icon changed the name or was added.
I also updated the download link.
1. Now, if you select the campaign mode, and choose "Reform Units" setting, you can watch the list of units that you lost.rubyjuno wrote:I have 2 questions:
1. Why is it important to choose "Reform Units"?
2. Why is it important to choose "Random" for combat results?
And in the future, if I add a second scenario, then you can restore units.
2. I played test games with the Random parameter and Dice chess.
And statistically there was less loss of units at Random.
Probably because, at a randomness, more units survived the attack and the player could take them to the rear for replenishment.
Therefore I recommend Random.
By the way, if you get to pass the mod to the end.
I would be interested to get feedback.
And also if possible saves of game, for example, for every 5 turn.
Moreover, the result of victory or not, it does not matter.
I'm interested to see how the AI progresses, what the losses will be on both sides.
Yes, there "Refom unit" will also help.
Yes, that's right.hugh2711 wrote:yes the first few turns take quite a while but so many units get killed quite quickly! that is speeds up quite considerably to become comparable with battlefield europe or even less time.
You can just wait when the AI will have less targets to attack
And the turn time itself will decrease
It is worth looking at this as the initial scene of the Allied landing on the beach from the movie "Saving Private Ryan".
I tried to achieve a similar effect. When there is a complete devastation and collapse.
But a player unlike a movie can affect this.
I deliberately did not reduce the number of Soviet forces to show that the Red Army was quite numerous before the war, but something went wrong.
Because of this, the German forces look very strong. But again this is calculated on the basis of the outcome of the battles. The time for which the Germans can capture certain cities with reference to real dates.
But the problem there is not with AI, but with the delay of animation after the attack.
When the results of the battle are shown.
It lasts too long.
Those a direct link between the duration of the AI turn and the number of its attacks.
By the way, the player's turn time also depends on this)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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- Sergeant First Class - Panzer IIIL
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Good explanation, thanks Intenso
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- 1st Lieutenant - 15 cm sFH 18
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
With all respect....
PzC engine not for play about manage with 1000+ units ...
PzC engine not for play about manage with 1000+ units ...
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Just like it.Yrfin wrote:With all respect....
PzC engine not for play about manage with 1000+ units ...
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743