***[MOD] RUSSIA AT WAR:1941

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uzbek2012
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by uzbek2012 »

Intenso82 wrote:The world more than it seems. :D

I have expanded the map, now there is Baku city in the Caucasusl
Отлично ) Значит стоит ожидать появления чеченских мятежников )
http://checheninfo.ru/10360-chechency-i ... -1945.html

Fine ) So we should expect to see Chechen rebels )
https://sell-off.livejournal.com/3480732.html

И как на счет этого ? )
It's time to make the units campaign )
http://www.slitherine.com/forum/viewtop ... &start=780
Last edited by uzbek2012 on Sat May 06, 2017 4:37 am, edited 2 times in total.
Viking216
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Viking216 »

hello!

i have made some new strengh-plates for your eastern-front-mod
now they look like helmets
there are 3 types in: german vs soviet, soviet vs german and the original one

also i have made some lightgreen transperent movement counter for better visibility on snowy ground
Graphics.rar
(78.2 KiB) Downloaded 127 times
i hope you enjoy!
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

Viking216 wrote:hello!

i have made some new strengh-plates for your eastern-front-mod
now they look like helmets
there are 3 types in: german vs soviet, soviet vs german and the original one

also i have made some lightgreen transperent movement counter for better visibility on snowy ground
Graphics.rar
i hope you enjoy!
Thank you! I'll try them.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

Fighters.

Another structural change.
As you know, in the USSR there was a division into two series of Yak fighters (about 36,500 produced) and La (about 22,000 produced).
And also that usually a player to upgrade all the units into one is the best. And the others remain undeservedly forgotten.
I would like to balance this. I do not use the concept of SE - units in the mod.
Therefore, a bonus subclass is available for fighters.
And in the next version, the fighters will be divided into 2 subclasses.
- I-153, I-15b, Lagg-3 - lineup of upgrade - La.
- I16, Mig -Line Yak.
The number of air units will be close to the historical proportion
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
McGuba
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by McGuba »

Intenso82 wrote:
McGuba wrote: We are thinking very similarily, I have already made a modified icon for the 10 cm sK 18, was quite easy as it used the same carriage as the 15 cm sFH 18, just changed the barrel to a longer and narrower one:

Looks good.
What range will you give her in your mod?
It will have range 4 (19 km). After some more thinking I decided to give the following ranges to guns:
5-10 km - 2
10-15 km - 3
15-20 km - 4
20 km or more - 5

I am fully aware that at the current map scale of my mod these hex ranges are quite high, but there has to be a good amount of abstraction in this due to game mechanics. The traditional PG/PzC game system is set up in a way that most artillery units should have range 3 for best effect. Range 2 in my opinion is a bit too short - these guns have limited use as firing from behind the cover of a friendly unit they can only reach the first line of the enemy units. Range 3 guns can reach the second line and thus can be used as counter battery fire to suppress the enemy artillery behind the first enemy line and get into an artillery duel, which was often the case in WW2. Most WW2 guns had 10-14 km range, with still existing and widely used (mainly by minor nations) obsolete WW1-era howitzers having a lower range, typically 7-9 km. These had a clear disadvantage and had to be used closer to the frontline. And then there were the longer range guns and gun howitzers with over 15 km range which obviously had an advantage over the most common guns with a max range of 10-13 km.

Thus in the Eastern front there were three distinctive range classes and the Red Army usually had the advantage of outranging the most common German artillery (10.5 cm leFH and 15 cm sFH) with their 122 mm A-19 and 152 mm ML-20 guns, while the even more common 76 mm guns were on par with these and outranged most WW1 era howitzers and the newer rocket launchers. To fully simulate it in the game there has to be three main range levels which necessitates the above mentioned abstraction. And then there were a very few guns with an even higher range e.g. the 17 cm K 18 which should get an even higher range, but the number of these is kept at a minimum so they should not breake the game balance.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
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Akkula
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Akkula »

Hi Intenso82,
I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins! :P

Image

Image

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.95): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

Akkula wrote:Hi Intenso82,
I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins! :P
I like the icon. Good work!
But I think that our mods is unique in itself.
There are not so many of them. And we do one thing :)
There are still a lot of units that are missing ...
And of course I will try to use all possible icons.

I have another idea. Variable environment.
Although this is quite difficult to implement on the engine PZC.
For example, the same Brest Fortress before the attack is worth a whole.
And after the attack turns into a ruin.
The same thing in cities where there were heavy city battles, that the city turned into ruins.
True, it's hard to make even scripts. We need changes to the engine.
The same with units. First, this is the usual infantry, but after the battles, their icon changes, more experienced in combat.
This is reflected in the appearance. Details of uniforms, captured weapons, etc.
The same with tanks. After the battles, the icon changes to a more worn out technique.
There is an additional armor plates. Inscriptions on the armor, etc.
:)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
McGuba
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by McGuba »

Akkula wrote:I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!
Nice icon, but I bet you meant competition and not competence :wink:

By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.
ImageImage
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

McGuba wrote:By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.
Good idea!
For the Soviets it's Maxim Gorki I, II in Sevastopol, Krasnaya Gorka and maybe Kronstadt.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

By the way, I need an editor for historical messages and photos.
This is a parallel work. But I think this is a very important part of the RAW mod.
If someone loves the history of this period, let me know. :idea:
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Akkula
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Akkula »

McGuba wrote:
Akkula wrote:I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins!
Nice icon, but I bet you meant competition and not competence :wink:

By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.
:oops: , yes, competition. English is not my native language :oops:
I agree with unique icons for each fortress, great idea!.
Intenso82 wrote:
McGuba wrote:By the way. It would be nice to have a custom and historically accurate icon for most if not all other famous fortress like Modlin, Sevastopol, Krasnaya Gorka, etc.
Good idea!
For the Soviets it's Maxim Gorki I, II in Sevastopol, Krasnaya Gorka and maybe Kronstadt.
I made the Maxim Gorky icon some years ago :D
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.95): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
uzbek2012
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by uzbek2012 »

Akkula wrote:Hi Intenso82,
I made my own Brest Fortress icon, I am planning to use in my new Soviet Storm update. I hope you like it.
Let the competence against McGuba begins! :P
Akkula.
Image
To this the Brest fortress is not enough perfect guards )
http://union.4bb.ru/viewtopic.php?id=931&p=7#p97475


С днем Победы !
Image
With the Victory day !
guille1434
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by guille1434 »

Interesting selection of Soviet infantry types units! Here I offer you a more "Vanilla PzCorps" looking icon for the Border Guards, in early and late war variants... I hope you like them... :D
Attachments
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Akkula
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Akkula »

Another piece from Guille!.
Beautiful and original unit. The Soviet arsenal is more complete than ever these years :)

Thanks a lot.
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.95): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
guille1434
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by guille1434 »

Thanks again for your nice comments! I am very glad you find those units useful... :-)
uzbek2012
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by uzbek2012 »

guille1434 wrote:Interesting selection of Soviet infantry types units! Here I offer you a more "Vanilla PzCorps" looking icon for the Border Guards, in early and late war variants... I hope you like them... :D

Look great your guards )

P.s.
Image
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

The Battle for Moscow, November 5, 1941.

Image
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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

Army Group Center almost completely destroyed, late December 1941.

Image
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Yrfin
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Yrfin »

Hi Intenso !
Just download your demo, but I hoped will receive a beta on 9 May :(

Thanks for Great Job with RaW !
Placing 1130 units on huge map looking impressing for me :)

So,first look.
Minor fix:
string file: change SEA_PLANE.
Change icon for MBR-2 landing and add strings to unknown cities.
terrain file : change Rail station to IDS_...
Motocycle icon looking like...
And i doubt about motocycle in Red Army. May be on paper only? M-72 cost was equal ZiS-5 (about 10.000 rub).

My first action was: Switch off animation :) Temp rename folder Graphics/Animation.

And first questions:
1. What do you mean, make increasing move all units and decreasing Fuel for Soviets ? I think it can be maded by other way (with script Unit Action).
2. What happened with spot range for German ? Of coz i have discuss AI spot problem with McCuba, and I change spot 2 for all my AT/AA units. But your Panzers with spot 5 shocked me :(
3. Ideas with moto/mech infantry was intresting and nice icons, but it looks too unusually and i change it to ordinary movements.
4. Arty range must be changed, i think, like McCuba said.

Many question about location and numbers of Units, but ask you later with accurate numbers.
When im died - I must be a killed.
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]

Post by Intenso82 »

Yrfin wrote:Just download your demo, but I hoped will receive a beta on 9 May :(

Thanks for Great Job with RaW !
Placing 1130 units on huge map looking impressing for me :)
I finished the first beta test.
Now the units are around 1400.
By results of the test I have several pages of the list of changes necessary to make and a ton of work :)
Yrfin wrote:Change icon for MBR-2 landing
If someone can do what will make good-looking landed-based icons for all air units, I'll be happy about it!
Yrfin wrote:add strings to unknown cities.
What exactly are the coordinates(X,Y)?
Yrfin wrote:Motocycle icon looking like...
I would also like an icon looking like a German motorcyclist in Soviet camouflage.
Yrfin wrote:And i doubt about motocycle in Red Army. May be on paper only? M-72 cost was equal ZiS-5 (about 10.000 rub).
There were a some number of motorcycle regiments. Almost in every mechanized corps.
I'm not sure that it was the M-72, also maybe the previous models. But after the start of lendlise, there were also 35,000 motorcycles from the Allies.
Yrfin wrote:1. What do you mean, make increasing move all units and decreasing Fuel for Soviets ? I think it can be maded by other way (with script Unit Action).
What is it about?
Yrfin wrote:2. What happened with spot range for German ? Of coz i have discuss AI spot problem with McCuba, and I change spot 2 for all my AT/AA units. But your Panzers with spot 5 shocked me :(
Yes, it is normal. Firstly because of AI.
And recon worked well.
5 hex = 75 km in each division were motorized reconnaissance force.
The patrols could drive 75 km in 1.5-2 hours and inform everything on the radio.
Do not forget that one turn is 4 days. This is even a little :)
Also in the divisions were reconnaissance squadrons, they could do it even faster.
Yrfin wrote:3. Ideas with moto/mech infantry was intresting and nice icons, but it looks too unusually and i change it to ordinary movements.
Have you tried playing RAW mod with the default values of ordinary infantry? Well, how is it played?
I'll tell you that by changing the values you miss a lot in the game :))

I removed the annoying restriction of PZC for motorized infantry - a vulnerable transport. And of course Germany is a country that was a pioneer in this field.
Yrfin wrote:4. Arty range must be changed, i think, like McCuba said.
Yes, in the next version it will be.
Yrfin wrote:Many question about location and numbers of Units, but ask you later with accurate numbers.
Well this will never be a 100% historical reproduction.
And I'll let myself deviate from the historical details) Consider this all a fantasy. Based on real events all coincidences are random :)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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