USMC Campaign v0.9, released 25 Mar 2012
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re the earlier problem at scn end:
It is at least partly solved now. I do get the correct de-briefings now as well, that was clearly my mistake. However, I still get always the DV screen, even with MVs or even a loss.
Now I deactivated GME, and started a vanilla 39 campaign. I lost deliberately at Poland, but got the original DV screen as well (the German guy pointing an MG to some soldier leaving a bunker hands-up).
I have to say I never paid attention when I played the campaign if you get different screens according to victory type/or loss. If there's someone who played a lot recently and is sure those different screens at the end of a scn are used indeed depending on outcome could you drop me a note?
It is at least partly solved now. I do get the correct de-briefings now as well, that was clearly my mistake. However, I still get always the DV screen, even with MVs or even a loss.
Now I deactivated GME, and started a vanilla 39 campaign. I lost deliberately at Poland, but got the original DV screen as well (the German guy pointing an MG to some soldier leaving a bunker hands-up).
I have to say I never paid attention when I played the campaign if you get different screens according to victory type/or loss. If there's someone who played a lot recently and is sure those different screens at the end of a scn are used indeed depending on outcome could you drop me a note?
Thx, so there might be more to it. I'll test a bit further, and when I don't find anything I'll ask in the tech forum next week whether this could be a bug... After all there are those additional screens in the outcomes folder...VPaulus wrote:I've deliberately lost first scenario 39' DLC and got the same screenshot as you bebro, the one with the DV.
Strange.
Ahh, there's one important remark I need to add:
In scns 2, 3 and 4 you'll see customized gfx instead of the normal gfx for air bases. These airstrips are also much bigger, occupying several hexes. In case you're wondering, full airbase functionality (refuel and repair) is given in those scns on the objective-type hex marked by a flag next to the airstrip. Refuel is possible on adjacent hexes as normal.
In scns 2, 3 and 4 you'll see customized gfx instead of the normal gfx for air bases. These airstrips are also much bigger, occupying several hexes. In case you're wondering, full airbase functionality (refuel and repair) is given in those scns on the objective-type hex marked by a flag next to the airstrip. Refuel is possible on adjacent hexes as normal.
Just did the first mission and it was very nicely put together.
It is an easy mission and a sample of what this mod has to offer. It works for me, i want to play the rest of this campaign and drop anything else i'm doing
.
Only with luck i found out that those destroyers have a bigger range, perhaps changes to "vanilla" equipment could be mentioned somewhere.
I really like those new tiles but i will need a bit of time to get used to them. Also at first i didn't figure out which unit is core and which is not. Probably because of the excitement lol.
Anyway, i gonna be smarter in the next mission and check out the units before i do my moves.
I finished the first mission in 10/12 turns and 800 PP to take to the next mission. I didn't lose any units.
The second mission is more difficult than the first one. I played this one twice to get a DV.
12 turns is perhaps 1 turn too short. I also had two days of rain and one day of mud. I was glad to receive two planes to hammer japanese units on river hexes.
Those japanese mortars are nasty buggers and the Betty's were no threat at all. There were more japanese units to deal with than i anticipated. Luckily i could transport a few units from the west part of the map to the frontline, i was glad to have another artillery unit and the bridge engineer was a boon
.
The hardest part was to find the exact spot to resupply my fighter plane. Fortunately i found out it is the hex with the watchtower.
So the second mission i finished in 10/12 turns and 191PP to take to the next mission. Lost a unit.
So far,....so very good
.
It is an easy mission and a sample of what this mod has to offer. It works for me, i want to play the rest of this campaign and drop anything else i'm doing

Only with luck i found out that those destroyers have a bigger range, perhaps changes to "vanilla" equipment could be mentioned somewhere.
I really like those new tiles but i will need a bit of time to get used to them. Also at first i didn't figure out which unit is core and which is not. Probably because of the excitement lol.
Anyway, i gonna be smarter in the next mission and check out the units before i do my moves.
I finished the first mission in 10/12 turns and 800 PP to take to the next mission. I didn't lose any units.
The second mission is more difficult than the first one. I played this one twice to get a DV.
12 turns is perhaps 1 turn too short. I also had two days of rain and one day of mud. I was glad to receive two planes to hammer japanese units on river hexes.
Those japanese mortars are nasty buggers and the Betty's were no threat at all. There were more japanese units to deal with than i anticipated. Luckily i could transport a few units from the west part of the map to the frontline, i was glad to have another artillery unit and the bridge engineer was a boon

The hardest part was to find the exact spot to resupply my fighter plane. Fortunately i found out it is the hex with the watchtower.
So the second mission i finished in 10/12 turns and 191PP to take to the next mission. Lost a unit.
So far,....so very good

I don't know what others might think, but IMO, if we're going to play on the US side, the strength plates should be the ones which are used to play with the original. In terms of gameplay we're already too much used to identify those as our own units. Otherwise it will be a little confusing, at least in the beginning.
I at least will try to change for my own comfort.
I at least will try to change for my own comfort.
Last edited by VPaulus on Sun Jan 15, 2012 2:49 pm, edited 1 time in total.
Thanks a lot for the feedback everyone 

As for aircraft refuel etc, as posted above, it's always the hex that has the flag. In scn 4 this will be right next to the tower (meant to show the improvised control tower they had). Maybe I should work out something to make that more clear.
Thx again

Hadn't thought of this, you mean I should switch to those with green background for the US, and those with grey for Japan? Would be no problem though, could be easily done.I don't know what others might think, but IMO, if we're going to play on the US side, the strength plates should be the ones which are used to play with the original. In terms of gameplay we're already too much used to identify those as our own units. Otherwise it will be a little confusing, at least in the beginning.
Yep, better should have done this. I'll compile a list over the next days...let's hope I can remember everythingOnly with luck i found out that those destroyers have a bigger range, perhaps changes to "vanilla" equipment could be mentioned somewhere.

Good. Yeah, rain and mud are a bit more common here than in summertime Europe. It's intended, and sometimes you can really have bad luck, but everything should still be doable.Anyway, i gonna be smarter in the next mission and check out the units before i do my moves.
I finished the first mission in 10/12 turns and 800 PP to take to the next mission. I didn't lose any units.
The second mission is more difficult than the first one. I played this one twice to get a DV.
12 turns is perhaps 1 turn too short. I also had two days of rain and one day of mud. I was glad to receive two planes to hammer japanese units on river hexes.
That will make life quite hard in the next scn. Overall I wasn't sure how much prestige players would need, so that just offered a modest amount for DV/MV. Hope it's not too little.Those japanese mortars are nasty buggers and the Betty's were no threat at all. There were more japanese units to deal with than i anticipated. Luckily i could transport a few units from the west part of the map to the frontline, i was glad to have another artillery unit and the bridge engineer was a boon Smile.
The hardest part was to find the exact spot to resupply my fighter plane. Fortunately i found out it is the hex with the watchtower.
So the second mission i finished in 10/12 turns and 191PP to take to the next mission. Lost a unit.
As for aircraft refuel etc, as posted above, it's always the hex that has the flag. In scn 4 this will be right next to the tower (meant to show the improvised control tower they had). Maybe I should work out something to make that more clear.
Thx again

bebro wrote:Hadn't thought of this, you mean I should switch to those with green background for the US, and those with grey for Japan? Would be no problem though, could be easily done.I don't know what others might think, but IMO, if we're going to play on the US side, the strength plates should be the ones which are used to play with the original. In terms of gameplay we're already too much used to identify those as our own units. Otherwise it will be a little confusing, at least in the beginning.

It's the other way. In your campaign, we're playing US with the green background, and Japan with the black. I'm suggesting the other way around black for US and green for Japan. Because we're used to play the foes with green and black the friendly.

Uhm, seems it's too early for a break: looks like in scn 4 the victory conditions aren't shown between the turns.
I'll provide an update asap (tomorrow)...
To anyone who doesn't want to wait, for a DV there you need to take all objectives with at least 4 turns left. MV is achieved by taking all objectives.

To anyone who doesn't want to wait, for a DV there you need to take all objectives with at least 4 turns left. MV is achieved by taking all objectives.