Italian Campaign 2.0 (v.1.95 on 6th April 2018)

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Uhu
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 20143)

Post by Uhu » Sun May 25, 2014 11:50 pm

Did you rename the doc extension to zip?
Richard1 wrote::cry: Unable to open the file after downloading. :cry:
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Re: Italian Campaign 2.0 (v.1.5 on 25th Sept. 2013)

Post by Magic1111 » Mon May 26, 2014 8:14 am

Uhu wrote:Version 1.6 published!
...
Sounds very nice, many thx uhu! :D

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Cataphract88 » Mon May 26, 2014 8:39 am

I got it to open through Win-Rar in the end, and then installed it with no problems.

Thanks a lot for this updated version, Uhu. :)
Richard

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by guille1434 » Thu May 29, 2014 1:29 am

Uhu and Nikivdd: Thanks for giving us a new version of this masterpiece!! :-)

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by BR4ZIL » Thu Jul 31, 2014 9:37 pm

Hey, wonderfully awesome mod Uhu, but i am encountering a game breaking problem!

I was very happy playing with my "legionnaires" right up until Albania, where it seems there is a problem with the Bulgarian units!

It seems some of their units dont appear (they are "invisible"), at first i thought that was somekind of new "camoflaged" unit, but at the 2 round of combat, each time i moved one of those units, the game crashes, if a Yugoslavian unit attacks it, the game crashes!

Here is a img of the problem:

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I am running the Steam version with all the "DLC", so with Africa and Allied Corps.

It seems i am missing some graphics for the Bulgarian INF. but i have redownloaded the mod and even then the problem persists!

EDIT: That Screenshot was taken without the included North African Graphics Pack, even with it, the same thing persists:

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EDIT 2.0:

Completely uninstalled the game, reinstalled it and applied both the Italian Campaign and the African graphics pack, the same problem persists!

Uhu
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Sat Aug 02, 2014 7:55 pm

Hi BR4ZIL,
thanks for the kind words! I looked into the issue and I found the problem - strange, that nobody encountered it yet (or solved alone?). The icons for the Bulgarian Inf and Cav wasn't packed in the mod, therefore they couldn't be showed in the game too...
I'll make a new version in a few days and publish it. I do know, how hard is in the heat of the campaign to stop it, but please have a little patience. :)
But you can make the fast fix by yourself by copping the two missing icons in the right place:
http://panzercorpsmods.wordpress.com/20 ... -2-0-v1-6/
Good luck and please report back your campaign experiences! :)

BR4ZIL wrote:Hey, wonderfully awesome mod Uhu, but i am encountering a game breaking problem!

I was very happy playing with my "legionnaires" right up until Albania, where it seems there is a problem with the Bulgarian units!

It seems some of their units dont appear (they are "invisible"), at first i thought that was somekind of new "camoflaged" unit, but at the 2 round of combat, each time i moved one of those units, the game crashes, if a Yugoslavian unit attacks it, the game crashes!

Here is a img of the problem:

Image

I am running the Steam version with all the "DLC", so with Africa and Allied Corps.

It seems i am missing some graphics for the Bulgarian INF. but i have redownloaded the mod and even then the problem persists!

EDIT: That Screenshot was taken without the included North African Graphics Pack, even with it, the same thing persists:

Image

EDIT 2.0:

Completely uninstalled the game, reinstalled it and applied both the Italian Campaign and the African graphics pack, the same problem persists!
Image
Image

BR4ZIL
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by BR4ZIL » Sun Aug 03, 2014 2:51 am

Hey there!

I actually downloaded the unit editor, familiarized myself with it and changed the unit icons of the Bulgarian inf and cavalry to the "Minor Axis" one, while for the bulgarian mountaineers i used the Romanian mountaineer graphic.

I actually looked around the internet for a bulgarian unit graphic pack or something, but found nothing, thus the need for using the romanian one.

At any rate, i was going to start the Albania scenario tonight (around the time of this post), so i am glad you posted before then! :wink:

Oh and btw, the bulgarian mountaineers use the "Minor Axis INF graphic, is that intentional or only a place holder until a proper graphic is made for them?

And another thing, did you made those unit graphics yourself? if so good job! i love seeing the "underdog" nations getting represented!

Uhu
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Sun Aug 03, 2014 10:51 am

BR4ZIL wrote:Hey there!
I actually downloaded the unit editor, familiarized myself with it and changed the unit icons of the Bulgarian inf and cavalry to the "Minor Axis" one, while for the bulgarian mountaineers i used the Romanian mountaineer graphic.
Good work! I don't use any unit editor (I have PzC Edit, but that tool is not working at me only for checking the results).
BR4ZIL wrote:Hey there!At any rate, i was going to start the Albania scenario tonight (around the time of this post), so i am glad you posted before then! :wink:
Very Well! Forward to the Great Romanian Empire! :)
On which difficulty level do you play? Do you target DVs and gift units?
BR4ZIL wrote:Hey there!Oh and btw, the bulgarian mountaineers use the "Minor Axis INF graphic, is that intentional or only a place holder until a proper graphic is made for them?
It is intentional. The normal Bulgarian inf and Cav (and many others too) have been brought from McGuba's fantastic Battlefield Europe mod. But there is no icon built yet for Bulgarian mnt and I wanted to have a visual difference between them so I used the vanilla axis minor inf for that. Well it's not a big deal to make a vanilla style Bulgarian mnt icon but I had not the energy for that... :)
UPDATE: you "convinced" me to make it! :lol:
I post it, but it has a little more installing as the another 2 icons: you have to copy the:
- Bulgarian mnt icon
- the new modified Equipment file
- the new modified Efx file
AND restart the campaing from the end of the last scenario (Malaga)
Look more detailed information at the download site:
http://panzercorpsmods.wordpress.com/20 ... -2-0-v1-6/
BR4ZIL wrote:Hey there!And another thing, did you made those unit graphics yourself? if so good job! i love seeing the "underdog" nations getting represented!
Only a few of them. All others were made by another excellent modders.
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by BR4ZIL » Wed Aug 06, 2014 2:02 am

Uhu wrote:
BR4ZIL wrote:Hey there!
I actually downloaded the unit editor, familiarized myself with it and changed the unit icons of the Bulgarian inf and cavalry to the "Minor Axis" one, while for the bulgarian mountaineers i used the Romanian mountaineer graphic.
Good work! I don't use any unit editor (I have PzC Edit, but that tool is not working at me only for checking the results).
BR4ZIL wrote:Hey there!At any rate, i was going to start the Albania scenario tonight (around the time of this post), so i am glad you posted before then! :wink:
Very Well! Forward to the Great Romanian Empire! :)
On which difficulty level do you play? Do you target DVs and gift units?
BR4ZIL wrote:Hey there!Oh and btw, the bulgarian mountaineers use the "Minor Axis INF graphic, is that intentional or only a place holder until a proper graphic is made for them?
It is intentional. The normal Bulgarian inf and Cav (and many others too) have been brought from McGuba's fantastic Battlefield Europe mod. But there is no icon built yet for Bulgarian mnt and I wanted to have a visual difference between them so I used the vanilla axis minor inf for that. Well it's not a big deal to make a vanilla style Bulgarian mnt icon but I had not the energy for that... :)
UPDATE: you "convinced" me to make it! :lol:
I post it, but it has a little more installing as the another 2 icons: you have to copy the:
- Bulgarian mnt icon
- the new modified Equipment file
- the new modified Efx file
AND restart the campaing from the end of the last scenario (Malaga)
Look more detailed information at the download site:
http://panzercorpsmods.wordpress.com/20 ... -2-0-v1-6/
BR4ZIL wrote:Hey there!And another thing, did you made those unit graphics yourself? if so good job! i love seeing the "underdog" nations getting represented!
Only a few of them. All others were made by another excellent modders.
Glad to know i "convinced" you to make the unit graphic! sadly i finished Albania and France on these last days and only read your post now, so no bulgarian mnt graphic for me :(

Oh well, there is always a next playthrough (not sure, maybe bulgaria appears in some of the fictional scenarios?) or maybe a... Romanian Campaign in the works in a far future? :wink: :wink:

I play on Colonel and i aim at getting DVs on all scenarios (although i am very paranoid and i tend to go overboard on the which unit should get experience thing), that T26 unit really helped drive back the sudden attack of french tanks (CPU out of nowhere had alot tanks and started to produce infantry, just when i tought they were already out of prestige!). It seems your fan of "endgame" ambushes, they cought me flatfooted in Spain and Albania but i was ready for it on southern France.

Now i look at Tunisia, seems to be a really hard map, i am probably scrapping the northend approach altogether, from previous experience with amphibious attacks i tend to suck at them and the rather small number of avaiable deployable zones there makes me think whatever gets deployed there is going to die horribly in the first few turns. With that said, i think this is probably the first major map in the campaign and i look foward to it.

Another thing, when i first downloaded this mod i took a look at the list of maps in the campaign and noticed Sealion '44 and Moscow maps i was filled with joy , one of the things i loved about this mod was the fact that you created a way for Italy to win the war! I know alot of people would roll their eyes at this, but i think not only it adds more value to the mod, but it makes it engaging, as you, the player, can really change the outcome of things.

I really hope to see more of that style in your Hungarian campaign mod (no matter how far from reality it be), i would love to see your take on how the much smaller hungarian army would have made a diference for the Axis and thus allow a victory on the eastern front (and maybe beyond?), it really makes me care for the campaign and the outcome of each engagement if i know each one of those would mean a diference between a possibility to win the war or not :D

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Wed Aug 06, 2014 2:49 pm

BR4ZIL wrote: Oh well, there is always a next playthrough (not sure, maybe bulgaria appears in some of the fictional scenarios?) or maybe a... Romanian Campaign in the works in a far future? :wink: :wink:
That's not, but you will be fighting soon a scenario alongside Romanian troops, Romanian mnt (made also by me), so... :)
BR4ZIL wrote: I play on Colonel and i aim at getting DVs on all scenarios (although i am very paranoid and i tend to go overboard on the which unit should get experience thing), that T26 unit really helped drive back the sudden attack of french tanks (CPU out of nowhere had a lot tanks and started to produce infantry, just when i thought they were already out of prestige!). It seems your fan of "endgame" ambushes, they cought me flatfooted in Spain and Albania but i was ready for it on southern France.
Yes, I think, that's the flare of the early-war scenarios/campaigns, that you will respect and like "odd", "obsolete" machines too. The T-26 is almost as good, as the M13/40's and the Char B1 behemoth will be also useful. Although *HINT* I would not manage the Char B1 as part of the core, just as an aux, because elite replacement costs of hell for it and later you can sell it, when the Semovente's arrive, for good cash.
BR4ZIL wrote:It seems your fan of "endgame" ambushes, they cought me flatfooted in Spain and Albania but i was ready for it on southern France.
It is the style of Nikivdd - the main part of the scenarios was made by him - but I also like that events. In that way, the player will not asleep at the later part of the scenario and otherway he must wisely use the sources to not be depleted at the end part. Still not all scenarios have this, but many. :twisted:

BR4ZIL wrote:Now i look at Tunisia...
I think the graphics set made by the DMP team looks really nice. For me, it was a nice refresh compared to the European tiles. :)
BR4ZIL wrote: Another thing, when i first downloaded this mod i took a look at the list of maps in the campaign and noticed Sealion '44 and Moscow maps i was filled with joy , one of the things i loved about this mod was the fact that you created a way for Italy to win the war! I know alot of people would roll their eyes at this, but i think not only it adds more value to the mod, but it makes it engaging, as you, the player, can really change the outcome of things.
Glad to hear that! :) Well, do not expect to rule the world, but I tried to create realistic what-if outcomes: for the DV and for the MV path too.
BR4ZIL wrote: I really hope to see more of that style in your Hungarian campaign mod (no matter how far from reality it be), i would love to see your take on how the much smaller hungarian army would have made a diference for the Axis and thus allow a victory on the eastern front (and maybe beyond?), it really makes me care for the campaign and the outcome of each engagement if i know each one of those would mean a diference between a possibility to win the war or not :D
There will be some differences! I like also playing only such campaigns, where you are motivated to fight.
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by kurt74 » Wed Oct 29, 2014 8:17 pm

Great mod ! Nice Devs :mrgreen:

Uhu
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Wed Oct 29, 2014 8:45 pm

Thanks! If you have some feedback, write it, it is always interesting to read the battle experience of other players! :)
kurt74 wrote:Great mod ! Nice Devs :mrgreen:
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by BR4ZIL » Wed Dec 03, 2014 2:55 pm

So, you asked why i didint post new reports?

Well, here is pretty much the entire reason, this level is very hard, besides i die a bit inside each time my units (even non core) get wiped out :cry: . So its quite dificult to move on!

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Here is my main core that is crusing towards the front, the lack of actual armor support with the non-core defensive force is disturbing, i hope my core can fix that.

Image

I continued playing today, and it seems i managed to survive long enough for my foward recon forces to arrive, you have no idea how relieved i was when i finnaly managed to put my 3/4 star veterans to work! Now if only my tanks would arrive sooner.

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Wed Dec 10, 2014 9:35 am

Thanks for the feedback!
My feedback on your feedback :P :
- These North-African scenarios are mainly based on DMP work (only little modifications were done). That means a quite different playstyle - I would name it a little "blocky". But apart from that I liked the difference of gameplay - and I also liked, when I got back to the European theater. :)
- As I see your army composition, I fear, you will have troubles at this time, that you have so many M13/41 tanks, while you have so few 149mm arty pieces: I don't know on which difficulty you play, but I had at Crete already 6-7 pieces of 149mm's. These are the best, most efficent weapons of the Italian arsenal. On the other hand, at the start of the North African campaign, it was a big help, when I could convert about 3x 149mm's to Semovente 75/18's with good experience level, while I could buy some new arty to replace the converted ones. Of course the Semovente's can much better counter the harder British, American armor.
- Interesting choice that you use the 90/53 AT truck. For me the 90/53 AA/AT's were much more useful and also *SPOILER!* the later gift-Semovente 90/53 was also not so useful for me, so I sold it and bough other equipment from it's price.
BR4ZIL wrote:So, you asked why i didint post new reports?

Well, here is pretty much the entire reason, this level is very hard, besides i die a bit inside each time my units (even non core) get wiped out :cry: . So its quite dificult to move on!

Here is my main core that is crusing towards the front, the lack of actual armor support with the non-core defensive force is disturbing, i hope my core can fix that.

I continued playing today, and it seems i managed to survive long enough for my foward recon forces to arrive, you have no idea how relieved i was when i finnaly managed to put my 3/4 star veterans to work! Now if only my tanks would arrive sooner.
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by BR4ZIL » Mon Dec 15, 2014 12:22 am

Uhu wrote:Thanks for the feedback!
My feedback on your feedback :P :
- These North-African scenarios are mainly based on DMP work (only little modifications were done). That means a quite different playstyle - I would name it a little "blocky". But apart from that I liked the difference of gameplay - and I also liked, when I got back to the European theater. :)
- As I see your army composition, I fear, you will have troubles at this time, that you have so many M13/41 tanks, while you have so few 149mm arty pieces: I don't know on which difficulty you play, but I had at Crete already 6-7 pieces of 149mm's. These are the best, most efficent weapons of the Italian arsenal. On the other hand, at the start of the North African campaign, it was a big help, when I could convert about 3x 149mm's to Semovente 75/18's with good experience level, while I could buy some new arty to replace the converted ones. Of course the Semovente's can much better counter the harder British, American armor.
- Interesting choice that you use the 90/53 AT truck. For me the 90/53 AA/AT's were much more useful and also *SPOILER!* the later gift-Semovente 90/53 was also not so useful for me, so I sold it and bough other equipment from it's price.
Hey there.

I play on custom dificulty: 200% prestige for both sides, AI lv 2 and +5 turns. Everything else i leave balanced (100% experience for me & CPU, etc).

As for Army composition, maybe its not clear from screenshots, but almost half my core is my airforce, 6 fighters, 4 dive bombers and 4 strategic bombers. I have always been a "air power" guy from the days of Panzer General. No need to tell me how being like that actually screws me over on many occasions :P

So the need for ground Artillery is not THAT great.

Although i will be purchasing more of them, incase the next scenarios dont allow much air power to be used rapidly

On this particular scenario, i actually ran into trouble as i couldnt deploy my whole airforce at once and i also had to deal with a rather large fleet of Royal Navy and Royal Airforce before my air power would help the poor soldiers on the ground.

Not to mention the rather large distances the planes had to travel before they could engage any of those targets, my lonely ship almost got destroyed after it spotted the royal fleet.

As for the AT truck, i was aching for a mobile AT and while its not really the most powerful one as you mentioned, its the only one that actually proves useful at attacking foward armor units (the AT truck is usually by the side of my infantry), so far it didint disappointed me, wasting light british units like any good AT. I might actually get another one of those.

Another thing i screwed myself over was not bringing any mountaineer units, i figured "Hey, its a desert, no mountains and tottaly flat surface, right?" but towards the end i really wished i had them, some of the Bersaglieri are getting converted (once again) for next map.

And yeah, the excess tanks is manly because of my fear of russians and their Tank spam from the previous maps.

Now i am kinda stuck with a armor battalion that is quite slow on the desert :( . Also those 2 gift tanks (the french and the T-26 are probably getting upgraded to another 2 M13/41, they are really crappy now.

And here is a question for you:

When will the the Black Shirts (Camicie Nere) become avaiable for purchase? Those guys were quite good at holding the enemy back in this map.

At any rate, I finished the scenario with 2 turns remaining for Decisive Victory (turn 33 out 40), way closer than i wished for, but a win is a win :)

Now i am on to Tobruk.

...

"I am starting to think Rommel really got the better end of the deal by getting sent back to Europe to fight the soviets, while i stay here in this god forsaken desert...

Sand everywhere... Mamma mia, i really hate this place."

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Mon Dec 15, 2014 8:06 am

BR4ZIL wrote: I play on custom dificulty: 200% prestige for both sides, AI lv 2 and +5 turns. Everything else i leave balanced (100% experience for me & CPU, etc).
As for Army composition, maybe its not clear from screenshots, but almost half my core is my airforce, 6 fighters, 4 dive bombers and 4 strategic bombers. I have always been a "air power" guy from the days of Panzer General. No need to tell me how being like that actually screws me over on many occasions :P
So the need for ground Artillery is not THAT great.
Oh, I understand now! Yes, that makes the situations different: you have the "flying artillery". :) You will just have problems, if the weather gets nasty, but in the Desert, you will never encounter such situation (lucky for you! 8) ).
BR4ZIL wrote:And yeah, the excess tanks is manly because of my fear of russians and their Tank spam from the previous maps.
Now i am kinda stuck with a armor battalion that is quite slow on the desert :( . Also those 2 gift tanks (the french and the T-26 are probably getting upgraded to another 2 M13/41, they are really crappy now.
HINT: the T-26 is worth the upgrade, because of the xp and possible hero abilites. The Big Beast is better to sold, because you will get 500 prestige for that (except if yuo have anyway a lot of prestige).
Yes, the time factor is even greater in the Desert scenarios. Althrough you will have defending situations too. A +1 movement armor would be a real gift from the destiny.
BR4ZIL wrote: When will the the Black Shirts (Camicie Nere) become avaiable for purchase? Those guys were quite good at holding the enemy back in this map.
Sorry to say, but - never. They are just aux troops. When you look at their stats, they are not so good anyway.
BR4ZIL wrote: At any rate, I finished the scenario with 2 turns remaining for Decisive Victory (turn 33 out 40), way closer than i wished for, but a win is a win :)
Now i am on to Tobruk.
Good work! 8)
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by ppanzer » Fri Oct 16, 2015 6:17 am

Hello Uhu,can you upload the MP3 version of the audio files ?
godspeed

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Fri Oct 23, 2015 1:21 pm

Hello,
why it is needed to converted?
ppanzer wrote:Hello Uhu,can you upload the MP3 version of the audio files ?
godspeed
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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by peterw » Fri Oct 23, 2015 2:06 pm

.mp3 needs less space then .wav.
If someone has few RAM .mp3 is useful.

On the other hand I have only 3GB RAM and I had no problems with this campaign.
As usual I started Panzer Corps with the nocache flag.
My Italian Panzer Corps campaign Italia Victor!:
http://www.streitmacht.com/downloads.php?view=detail&df_id=53

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Re: Italian Campaign 2.0 (v.1.6 on 25th May 2014)

Post by Uhu » Fri Jul 08, 2016 4:42 pm

Hello my dear Generale's! :)
I have a good news: I'm currently re-editing this campaign. What will change?
- I integrate the gamerules above v1.14 (less reinforcement if enemy is on adjacent hex, prestige for capture, etc.)
- I integrate a lot of the new icons
- A few new units
- Huge equipment/stats changes, which are based 95% on McGuba's Battlefield Europe mod
- Many scenario map's overlay redesigned (cosmetics changes - for example introducing the mediterrean type of tiles)
- Vanilla desert tiles will be used instead of the earlier custom mod, which needed always installed and deinstalled per JSGME. So, no more interruption in the gameplay and also the desert circumstances will be existent (see fuel consumption and logistics)

As I'm already playing the Italian Campaign, I would say, that the gameplay is quite different from the earlier ones. The older plans for making a victory on the given map are working mostly, but the player has to play much smarter and he has to manage the prestige and core army even more smarter as earlier. So, the campaign got slightly harder, but hey - that's war! :)
There are yet a lot of scenarios ahead to be edited/played /playtested, but even for me, who I knows the scenarios, the gameplay and the campaign is really enjoyable and a refreshing feeling!

Also interesting, how much I learned and developed from the Battlefield Europe mod! For example: overstrenght is not a must! As expensive it is, it melts really fast in the battles (except units with far attacks like arty) and the scarce prestige amount can be used much more for buying new units, or just properly maintain the existing ones). The only case, where I see the overstrenght is really neaded, if it's about the surviving of the given units.

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