***[MOD] RUSSIA AT WAR:1941
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Air Recon Class
After discussing with McGuba and reading some additional sources,
I decided to use such a units roster for Soviet air reconnaissance in my mod at this point in time.
And also to better show some perspective embedded in the mod, here's the table: Some units will be Noreplace trait, such as Yak-2/4, MBR-2.
For all Air recon units upgrade to U-2 will be available.
Reconnaissance aircraft will have reconmove.
Because AI does not know how to use it, the Axis aircraft will have an increased spot range for compensation.
U-2 aircraft will have a day-time recon version(basic).
And also there will be an upgrade to the night version which will have not only a night bomber mode, but also a night air spotter.
I think that U-2 will be the coolest aircraft of the Soviets
But all this has yet to be tested.
Generally night air units deserve a separate post.
It will be necessary to think how the night version of the aircraft should look. Maybe some special camouflage?
After discussing with McGuba and reading some additional sources,
I decided to use such a units roster for Soviet air reconnaissance in my mod at this point in time.
And also to better show some perspective embedded in the mod, here's the table: Some units will be Noreplace trait, such as Yak-2/4, MBR-2.
For all Air recon units upgrade to U-2 will be available.
Reconnaissance aircraft will have reconmove.
Because AI does not know how to use it, the Axis aircraft will have an increased spot range for compensation.
U-2 aircraft will have a day-time recon version(basic).
And also there will be an upgrade to the night version which will have not only a night bomber mode, but also a night air spotter.
I think that U-2 will be the coolest aircraft of the Soviets
But all this has yet to be tested.
Generally night air units deserve a separate post.
It will be necessary to think how the night version of the aircraft should look. Maybe some special camouflage?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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- Major-General - Jagdtiger
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Hello friend!
Very interesting ideas, as always... As you mentioned the R-5 reconnaisance plane, here is a icon for this unit...
I hope you like it!
Very interesting ideas, as always... As you mentioned the R-5 reconnaisance plane, here is a icon for this unit...
I hope you like it!
- Attachments
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- SE_Polikarpov R-5.png (25.06 KiB) Viewed 9335 times
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- Polikarpov R-5.png (23.04 KiB) Viewed 9335 times
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Yes!guille1434 wrote: ↑Sat Aug 11, 2018 2:36 am As you mentioned the R-5 reconnaisance plane, here is a icon for this unit...
I hope you like it!
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Maritime aircraft
That AI could concentrate the actions of maritime aviation over the sea,
This type of aviation will have a type of movement only over the sea.
But I have not yet found the Ar-95 icon.
I conducted some simple tests, the naval warfare becomes more interesting with maritime aviation.
But there are some problems with AI.
Ai can't find a clear way to return to the base.
He can get into the local trap of the shoreline and get stuck there.
Also, he will move to the nearest airfield in a direct line, if he is located on land, he again rests on the shore
Aviation uses the search way for a direct route, which in general is logical.
But it would be good if she knew how to define a clear path, taking into account the avoidance of obstacles.
How can this be fix?
1. The simplest, to make maritime aviation an unlimited fuel.
But then it will have an unlimited range, which is not very good.
Although on the inland seas, such as the Black and Baltic Seas may be permissible.
2. Try to change the outlines of the coasts in order to minimize the number of local traps for aircraft.
And create a network of airfields located next to the sea hexes.
But this can not solve the problem completely.
3. Make a combined type of movement.
For example, seaplanes can have a surface mode and become ships.
With a small speed, but no fuel use.
And add in this mode to them a bit of fuel by script.
That in general, it will emulate re-fueling with fuel from submarines.
Also in this mode, it will be possible to refuel such type of aircraft in ports.
But it is unlikely that it will be able to protect against getting the AI into local traps.
And Maybe ports add a mode of refueling planes ...
This would work well for the MP version, but for AI it needs to be tested and if it succeeds, it will not solve the problem 100% anyway.
Also, the AI is not able to refuel the ships, which is apparently again connected with the fact that the AI is not able to build a clear path along the water, taking into account the avoidance of obstacles.
And this restriction does not allow to make the indicator of the end of fuel for ships.
Hmm, it seems like the most suitable option with unlimited fuel ...
That AI could concentrate the actions of maritime aviation over the sea,
This type of aviation will have a type of movement only over the sea.
But I have not yet found the Ar-95 icon.
I conducted some simple tests, the naval warfare becomes more interesting with maritime aviation.
But there are some problems with AI.
Ai can't find a clear way to return to the base.
He can get into the local trap of the shoreline and get stuck there.
Also, he will move to the nearest airfield in a direct line, if he is located on land, he again rests on the shore
Aviation uses the search way for a direct route, which in general is logical.
But it would be good if she knew how to define a clear path, taking into account the avoidance of obstacles.
How can this be fix?
1. The simplest, to make maritime aviation an unlimited fuel.
But then it will have an unlimited range, which is not very good.
Although on the inland seas, such as the Black and Baltic Seas may be permissible.
2. Try to change the outlines of the coasts in order to minimize the number of local traps for aircraft.
And create a network of airfields located next to the sea hexes.
But this can not solve the problem completely.
3. Make a combined type of movement.
For example, seaplanes can have a surface mode and become ships.
With a small speed, but no fuel use.
And add in this mode to them a bit of fuel by script.
That in general, it will emulate re-fueling with fuel from submarines.
Also in this mode, it will be possible to refuel such type of aircraft in ports.
But it is unlikely that it will be able to protect against getting the AI into local traps.
And Maybe ports add a mode of refueling planes ...
This would work well for the MP version, but for AI it needs to be tested and if it succeeds, it will not solve the problem 100% anyway.
Also, the AI is not able to refuel the ships, which is apparently again connected with the fact that the AI is not able to build a clear path along the water, taking into account the avoidance of obstacles.
And this restriction does not allow to make the indicator of the end of fuel for ships.
Hmm, it seems like the most suitable option with unlimited fuel ...
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
More symbols.
Since there are a lot of units in mod, some of which have implicit restrictions.
Units can have traits - NoUpgrade(U), NoReplace(R) and their combinations.
And also some units may have a different strength from the default 10 value.
It is better when these traits are visible immediately on the unit.
It's important to plan upgrades and other actions with these units.
My decision was simple, it's just letters. Which will be seen in winter.
NoUpgrade - U, NoReplace - R, Limited strength - L.
But in the future probably it is better to put the symbol S(Strength ) instead L. Because some units have a default force greater than 10. File sharing service compresses the picture, in reality, it looks more sharper
Since there are a lot of units in mod, some of which have implicit restrictions.
Units can have traits - NoUpgrade(U), NoReplace(R) and their combinations.
And also some units may have a different strength from the default 10 value.
It is better when these traits are visible immediately on the unit.
It's important to plan upgrades and other actions with these units.
My decision was simple, it's just letters. Which will be seen in winter.
NoUpgrade - U, NoReplace - R, Limited strength - L.
But in the future probably it is better to put the symbol S(Strength ) instead L. Because some units have a default force greater than 10. File sharing service compresses the picture, in reality, it looks more sharper
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
SOVIET ARTILLERY UNIT ROSTER
In the next version of the mod, the unit roster for artillery will look like this.
Thanks to McGuba(arty WWI-era) and Guille for the new units.
Due to the fact that there will be more mortars,
I also decided to increase the standard range for artillery to 3(more similar to the BE mod).
It will be combined with the option "RangeAttackPenalty".
However, it will need to be tested.
It looks like is the most complete unit roster for Soviet artillery.
I recounted the entire composition of the artillery and now it will be more historically accurate.
Also still need to recalculate and redo the distribution of all artillery transport.
But I only have a tractor S-65, it would be nice to add more Kommunar and STZ-3.
I would also like to add a special unit - rail arty TM-1-180 or 130mm rail gun.
In the next version of the mod, the unit roster for artillery will look like this.
Thanks to McGuba(arty WWI-era) and Guille for the new units.
Due to the fact that there will be more mortars,
I also decided to increase the standard range for artillery to 3(more similar to the BE mod).
It will be combined with the option "RangeAttackPenalty".
However, it will need to be tested.
It looks like is the most complete unit roster for Soviet artillery.
I recounted the entire composition of the artillery and now it will be more historically accurate.
Also still need to recalculate and redo the distribution of all artillery transport.
But I only have a tractor S-65, it would be nice to add more Kommunar and STZ-3.
I would also like to add a special unit - rail arty TM-1-180 or 130mm rail gun.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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- 1st Lieutenant - 15 cm sFH 18
- Posts: 818
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Im use this icon for Kommunar Tracktor
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Good icon, who is the creator?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Юнит от H.Balck. На matrixgames была целая ветка http://www.matrixgames.com/forums/tm.as ... ge=37&key=
Но случился какай-то конфликт и его забанили
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- 1st Lieutenant - 15 cm sFH 18
- Posts: 818
- Joined: Sun Dec 04, 2016 6:47 am
- Location: Behind your backs
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Anyway good Roster.
One things what I use in my Mod:
Regiment arty: for Switchable Infantry
Icon maded by my request from Guille (c)
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
Yes, it looks like the work of H.balсk.
Sorry, I can't add this icon to my mod.
Because H.balk does not give permission to use his work for someone else. He was also banned on this forum.
But if someone makes a similar or better icon, I’ll be happy to add it.
By the way, the ratio of Kommunar and STZ-3 probably was 1 to 10 or more. Therefore, STZ-3 was more numerous.
And Kommunar was at the initial stage of the war.
Also many tractors were captured by the Germans, so it may be necessary to add a few captured tractor units for the Axis.
Nice icon.
But I decided not to add a regimental level, but to use only divisional one.
Otherwise, the number of units and scale would have to be increased 3 times )
Already about 80 artillery units and about 50 AT units are in mod.
Also 45mm AT units, were also used as regimental guns. Those, we can assume that the regimental artillery is accounted for in the 45mm AT guns.
Last edited by Intenso82 on Sun Dec 23, 2018 1:06 pm, edited 1 time in total.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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- 1st Lieutenant - 15 cm sFH 18
- Posts: 818
- Joined: Sun Dec 04, 2016 6:47 am
- Location: Behind your backs
Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]
ROFLIntenso82 wrote: ↑Sun Dec 23, 2018 7:27 am
Yes, it looks like the work of H.balсk.
Sorry, I can't add this unit to my mod.
Because H.balk does not give permission to use his work for someone else. He was also banned on this forum.
But if someone makes a similar or better icon, I’ll be happy to add it.
When im died - I must be a killed.
Re: ***[MOD] RUSSIA AT WAR:1941
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941
This is the date of the small announcement.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941
Winter war
After a long pause, I decided to continue working on the mod.
I started it about a week ago
The next version of the mod will be called "Winter War".
So there will be a small expansion of the mod now Russia at War: 1939-41.
Despite the fact that in January there was an unpleasant incident and I lost my ssd disk with the current version of the mod and materials on it (the saddest thing).
All changes were lost and I no longer remember everything that was there. This is mainly the balance of units, new units and game mechanics.
But I will try to recover something from memory for the 1941 scenario.
The Winter War scenario will be added, 27 turns.
1 unit = 1 division, as usual.
And it will not be easier than in 1941.
- Many aspects of the characteristics of units will be revised and changed based on historical data.
- Air units will have a reduced detection range.
- The Soviet infantry will have a division into Regular and Conscript, it will differ in combat effectiveness.
- The Gulf of Finland will freeze. I hope.
- The weather has been restored according to historical data (this will significantly affect the operation of aviation)
- As usual, the maximum historical composition of forces and deployment.
- It’s worth preparing for some surprises from the Finnish side and from the nature )
- Perhaps this will help to immersion deeper into the world situation of that time.
After a long pause, I decided to continue working on the mod.
I started it about a week ago
The next version of the mod will be called "Winter War".
So there will be a small expansion of the mod now Russia at War: 1939-41.
Despite the fact that in January there was an unpleasant incident and I lost my ssd disk with the current version of the mod and materials on it (the saddest thing).
All changes were lost and I no longer remember everything that was there. This is mainly the balance of units, new units and game mechanics.
But I will try to recover something from memory for the 1941 scenario.
The Winter War scenario will be added, 27 turns.
1 unit = 1 division, as usual.
And it will not be easier than in 1941.
- Many aspects of the characteristics of units will be revised and changed based on historical data.
- Air units will have a reduced detection range.
- The Soviet infantry will have a division into Regular and Conscript, it will differ in combat effectiveness.
- The Gulf of Finland will freeze. I hope.
- The weather has been restored according to historical data (this will significantly affect the operation of aviation)
- As usual, the maximum historical composition of forces and deployment.
- It’s worth preparing for some surprises from the Finnish side and from the nature )
- Perhaps this will help to immersion deeper into the world situation of that time.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: ***[MOD] RUSSIA AT WAR:1941
Intenso82 wrote: ↑Mon Jun 22, 2020 5:29 pm Winter war
After a long pause, I decided to continue working on the mod.
I started it about a week ago
The next version of the mod will be called "Winter War".
So there will be a small expansion of the mod now Russia at War: 1939-41.
Despite the fact that in January there was an unpleasant incident and I lost my ssd disk with the current version of the mod and materials on it (the saddest thing).
All changes were lost and I no longer remember everything that was there. This is mainly the balance of units, new units and game mechanics.
But I will try to recover something from memory for the 1941 scenario.
The Winter War scenario will be added, 27 turns.
1 unit = 1 division, as usual.
And it will not be easier than in 1941.
- Many aspects of the characteristics of units will be revised and changed based on historical data.
- Air units will have a reduced detection range.
- The Soviet infantry will have a division into Regular and Conscript, it will differ in combat effectiveness.
- The Gulf of Finland will freeze. I hope.
- The weather has been restored according to historical data (this will significantly affect the operation of aviation)
- As usual, the maximum historical composition of forces and deployment.
- It’s worth preparing for some surprises from the Finnish side and from the nature )
- Perhaps this will help to immersion deeper into the world situation of that time.
Will you make a mod like this just for the USSR ? )
https://www.designmodproject.de/ru/down ... ieg-add-on
viewtopic.php?f=147&t=32492
http://www.streitmacht.com/viewtopic.php?f=19&t=3954
http://talvisota.blitzfront.com/about-game_units.htm
http://talvisota.net/
Bunkers. Elements of the Karelian fortified area.
https://www.aroundspb.ru/karty/160/opq-1939-5km.html
https://cameralabs.org/3725-istorichesk ... ovoj-vojny
https://jaegerplatoon.net/MAIN.html
https://foto-history.livejournal.com/4555657.html
Re: ***[MOD] RUSSIA AT WAR:1941
Intenso82 wrote: ↑Mon Jun 22, 2020 5:29 pm Winter war
After a long pause, I decided to continue working on the mod.
I started it about a week ago
The next version of the mod will be called "Winter War".
So there will be a small expansion of the mod now Russia at War: 1939-41.
Despite the fact that in January there was an unpleasant incident and I lost my ssd disk with the current version of the mod and materials on it (the saddest thing).
All changes were lost and I no longer remember everything that was there. This is mainly the balance of units, new units and game mechanics.
But I will try to recover something from memory for the 1941 scenario.
The Winter War scenario will be added, 27 turns.
1 unit = 1 division, as usual.
And it will not be easier than in 1941.
- Many aspects of the characteristics of units will be revised and changed based on historical data.
- Air units will have a reduced detection range.
- The Soviet infantry will have a division into Regular and Conscript, it will differ in combat effectiveness.
- The Gulf of Finland will freeze. I hope.
- The weather has been restored according to historical data (this will significantly affect the operation of aviation)
- As usual, the maximum historical composition of forces and deployment.
- It’s worth preparing for some surprises from the Finnish side and from the nature )
- Perhaps this will help to immersion deeper into the world situation of that time.
Awesome! Question: I know this has always been focused on a Soviet POV, but do you think it might be possible to have the Winter War playable from the Finnish POV? I imagine it might be somewhat more feasible than the Grand Campaign/Barbarossa, and so on.
In any case, I look forward to it!
Re: ***[MOD] RUSSIA AT WAR:1941
Hi!Turtler wrote: ↑Wed Jun 24, 2020 12:57 am Awesome! Question: I know this has always been focused on a Soviet POV, but do you think it might be possible to have the Winter War playable from the Finnish POV? I imagine it might be somewhat more feasible than the Grand Campaign/Barbarossa, and so on.
In any case, I look forward to it!
I really haven’t planned a game for the Finnish side yet.
But who knows, maybe someday for example for multiplayer.
Although the Finnish side has rather limited resources. Finding a balance for both sides will not be easy
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743