The Mod Community wishes, suggestions and opinons

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

VPaulus
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Re: The Mod Community wishes, suggestions and opinons

Post by VPaulus » Sat Jul 14, 2012 6:33 pm

I've just finished the new sound for the new unit flammpanzer that will come out with AK and patch 1.10. It mixes flame with MG34. I've used the new official animation.

4kEY
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Re: The Mod Community wishes, suggestions and opinons

Post by 4kEY » Sun Jul 15, 2012 1:13 am

I think the thing to say here is... :arrow: "+1"..?

Kamerer
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Re: The Mod Community wishes, suggestions and opinons

Post by Kamerer » Thu Jul 26, 2012 6:25 am

I am new to adding mods and have a few requests for future development:

1) Historical camo pack mods.

It would be nice to have mod packages like "FALL_39" or "summer_43." A camo pack that let's you install at once historically accurate camo for your non-infantry ground units, afv, artillery, etc. I imagine from all the skin packs out there, it would be possible to figure out which is which and relabel? Also a complete set would await skins for the non-afv components

2) integrated air/ground packs. - Eventually it would be nice, too, to re-package the available mods into distinct packages for all units.

3) Mods consistently packaged so they work with the GME to ease installation.

I've spent a ton of time unzipping, copying, pasting together discrete skin mods to make coherent mod options I can manipulate from the GME panel, and getting the file directories parallel. It would be good if perhaps mod developers had a tool that let them package their skins into a file that unzips into right file path for installation? (not automatically installing/overwriting; just working with the existing Enabler).

There's a ton of impressive work out there that adds real value to the game experience. But I think many users who aren't computer-saavy shy away because it's confusing to install and manage.

Chris10
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Re: The Mod Community wishes, suggestions and opinons

Post by Chris10 » Thu Jul 26, 2012 10:47 pm

Kamerer wrote:
1) Historical camo pack mods.

It would be nice to have mod packages like "FALL_39" or "summer_43." A camo pack that let's you install at once historically accurate camo for your non-infantry ground units, afv, artillery, etc. I imagine from all the skin packs out there, it would be possible to figure out which is which and relabel? Also a complete set would await skins for the non-afv components
For the entire camo thing I can tell that only one camo scheme was officially approved by the HWA..but due to increasing war production and other necessities the allocation of ressources towards paints production was more and more reduced...so all other camo then the official was due to real life conditions. Units started inventing their own camo schemes according to area and season and according to what materials (paints) they could find/loot in the areas they were fighting or crossing.


Given these historical realities there is no such thing as an official camo pattern Fall42 or something like that :wink:
Kamerer wrote: There's a ton of impressive work out there that adds real value to the game experience. But I think many users who aren't computer-saavy shy away because it's confusing to install and manage.
I agree with you. Mod makers must make things easier and stop fragmenting files,updates,extra files and stuff.
Mod install must be a no brainer

flakfernrohr
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Re: The Mod Community wishes, suggestions and opinons

Post by flakfernrohr » Fri Aug 03, 2012 11:25 pm

Kamerer wrote:I am new to adding mods and have a few requests for future development:

I've spent a ton of time unzipping, copying, pasting together discrete skin mods to make coherent mod options I can manipulate from the GME panel, and getting the file directories parallel. It would be good if perhaps mod developers had a tool that let them package their skins into a file that unzips into right file path for installation? (not automatically installing/overwriting; just working with the existing Enabler).
All that anyone has to do to utilize skins that are already made for them is to download the packs that are additions and divide them into skins and skin thumbnail files if it's not already done (which it usually is, by me at least). Then just go to the skin file and open it, select all, then open the DCS (Dwight's Camo Skinner) and go to the SKINS folder. Open it and put the selected skins you took out from the unzipped file and put them into this file. It's automatic. Do the same with the skin thumbnails. Just open the downloaded files and take out all the contents, you don't need the folder. Then put them in the two appropriate files (skins and skin thumbnails) into the DCS skinner application mod. When you have selected your skinned icon, just save it into a folder for your collection. When you are ready to put them into the game, you just need to put them into the game files as either substitute skins, icons, etc. or duplicate an exisiting icon and use the new skinned icon with the stats of the copied icon.

I am no computer whiz kid, but this is easy.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?

guille1434
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Mod Community wishes, suggestions and opinons - Air combat r

Post by guille1434 » Sat Aug 04, 2012 8:30 pm

I hope this is the correct post to share an idea about air combat rules...

In order to give more variety (and maybe "realism") to air units combat, I think a new value can be added to the equipment file. This new parameter would be called, for example "ceiling" and it would have a numeric value.

The idea behind this is that air units and air defense units would have this "ceiling" value and it would work as follows:

Example: A recon aircraft unit, say, a Junkers Ju-86P or Ju-86R has a "ceiling " value = 10... Well, you cannot attack it with a fighter or an anti-aircraft gun whose "ceiling" value is less than 10. Only fighters or AA cannon with "ceiling" value = 10 (or more) can attack this recon plane.

Using this idea, for example, you wouldn't be able to defend from an strategic bomber doing carpet bombing with a 20 mm AA gun (which should have a rather low "ceiling" value, lower than a strategic bomber in any case). If, on the other hand, a fighter or fighter bomber makes an attack on a land or sea unit (this is made at low level flight, of course) any AA gun could defend against it, not regarding the attacking plane "ceiling" value (which could be higher than a light AA gun). In others words, the "ceiling" effect only applies to high level bombing attacks or recon overflights (may be this "rule" is triggered when the attacking bomber has a "carpet bombing" trait, if not, any surface attack is considered low level and the attackin air unit can be fired upon by any nearby AA unit).

If you decide to send a bomber or recon plane escorted by a fighter (or group of fighters) the value of the entire formation would be the lowest "ceiling" value of the unit in that group and can be intercepted by fighters with a "ceiling" value equal or higher the lowest ceiling of the attacking group. If you have a bomber unit with high ceiling value and low ceiling fighters, may be is a good idea to send the bomber unescorted, and wait for the enemy to only have lower ceiling fighters (or at least not all of his fighters can reach as high as your bomber or bombers!)

This idea would be interesting in my opinion because can create a sort of "arms race" between attacking bombers and air defense guns and fighters giving the advantage to one or other country as new unit models are available as the in-game time goes by. Besides, the equipment file could be expanded with more "specialized" unts, like high altitude recon planes, bombers and interceptors, special air defense units (missile launchers, like the german "Enzian"), etc. And, we would be adding a sort "3D" effect to air combat, which is one of the main advantages of using air units in warfare.
I think that all that gives more variety to this fabulous game is worth adding (or at least, be considered to add).

Last thing, this special "rules" can be made optional (maybe not everyone likes them, some folks prefering the classic and "simpler" air combat rules) just in the same way as when you start a campaign and can choose for "weather", "supplies", and "fog of war" options, adding a "3D air combat" (or similar label) check box to the others mentioned...

Of course, this is a rough idea, and it should be well thought and implemented in game (if found to be possitive for the gaming experience, of course).

I hope I was able to give a clear explanation to this idea... What do other people here think about it?

Ballermann
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Re: The Mod Community wishes, suggestions and opinons

Post by Ballermann » Wed Aug 08, 2012 2:30 pm

(Sorry for my bad english)
After Patch v.1.10, my wish is that in the next Patch are more missing Nation inserted to grow, like Finland, China and Japan as example.
And i hope for an update for the Equipment-Editor with the new traits.
Sorry, for my bad school english...

gaaust
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Re: The Mod Community wishes, suggestions and opinons

Post by gaaust » Sat Aug 11, 2012 8:01 am

Hi there!
Today about cosmetic. We have a very solid sound mod. Also a very accurate historical and an insignia mod. Interesting optical maps improvements.
While I am watching closely the developments regarding new units and camouflage stuff I didn't found a graphically consistent mod. What I mean. A complete packages available for DLC (each year) and of course camo depending on the season. There is a huge number of variants for different items (I found for panther at least 10!). It is a long list of people taking time for players like me. We must thank them all. My problem is that: when combining units from several sources in the game the final effect is of optical discomfort, lack of unity. Also, is a graphic supermode possible? Unfortunately my skills about computer is limited to copy - paste, install, save - load, but if I receive clear instructions I could try to help, at least.
I find a brilliant idea that SE units come as single, unic, dedicated units whit own names and insignia. Can someone implement that in vanilla or/and DLC?
All the best!
ps About gameplay modification, new factions and campaign another time. If I may... :oops:

flakfernrohr
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Re: The Mod Community wishes, suggestions and opinons

Post by flakfernrohr » Sun Aug 12, 2012 4:31 pm

For variants ala the Panther, you can select the ones you wish to use for your games and disregard the rest. You can even replace the ones in mod and DLC's with the icons and units you want. Just tag the new icon with the same name or rename everything for the unit when you go into the editors for equipment. ALL MUST MATCH EXACTLY. With the DCS you can change any unit to one of several winter camo patterns and if you can work the skinning mod you can make your own skin and put it into the Base icon file with the mask for the new icons you select that us assuming you make a new mask for the new icon. Just put the skin and the thumbnail into the right folders of the DCS.

As for summer and winter, or seasonal camouflage, the only mod that I know of that allows you to do this comes from Churchy and matuchi on DMP. Churchy is in the hospital at the moment, I don't know if matuchi speaks English. But they may be able to tell you how they added this feature into their mod.

A second option for seasonal camouflage is to go to the specific scenarios in the mod or the DLC and change the icons in winter colors or the seasonal colors you want and you can do this for just that scenario and switch back to the next scenario in new seasonal camouflage as well. This must be done in the editors, Equipment and Scenario. In effect when you have done that, you have modded the scenario of the mod or the DLC. Someone really really smart might be able to make a mod that would do this with the pushing of some keystrokes, but I have trouble getting my head around in theory how it can be done right now. I certainly would be unable to write or make the mod.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?

RobertCL
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Re: The Mod Community wishes, suggestions and opinons

Post by RobertCL » Mon Dec 17, 2012 9:49 pm

I would like Panzer Corps integrates most features of Pacific General.
Most features of Panzer general are there but not Pacific General...

Carrier should integrated multiple aircrafts (carrier deck management and Combat Air Patrol for specific aircrafts should exist), the game should allow creation of pure naval scenarios (especially if a Pacific set of DLCs is foreseen one day or another).

VHs should exist at sea and capturable by ships.
Naval units and air units should be properly managed by AI.

If Panzer Corps succeeds there then it would become THE wargame of the year!

kenruof
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Re: The Mod Community wishes, suggestions and opinons

Post by kenruof » Fri Jan 04, 2013 12:19 am

I would like to see horse type transport (mentioned in the custom unit thread) for towed guns and infantry. Probably should have 4 movment and require Oats for fuel :)

RobertCL
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Re: The Mod Community wishes, suggestions and opinons

Post by RobertCL » Sun Jan 06, 2013 10:47 pm

Just a question: would it be possible to have different stats of units during daytime and at night ? or unit stats only applicable at night ? or if this si too difficult, couldn't we add specific units with better general stats because better fighting at night than others due to their specific devices ?

I say this because the game takes into consideration the difference between day and night and specific equipement were designed to be used at night:

a) SDKFZ 251/20 UHU (illuminating the battlefiled at night) protected by the SDKFZ 251/20 FALKE with infra-red lence used for MG42 Machine Gun (Begleitfahrzeuge / vehicle protecting, accompanying the UHU, the FALKE using infra-red device could shoot at night)
b) Infantry with Sturmgewehr 44 with infra-red lence "VAMPIR" (VAMPIR device was used by SS units in the defence of Berlin in 1945)
c) Panther tanks G model with Infra-red lence 1250 (used in October 1944)

mautschi
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Re: The Mod Community wishes, suggestions and opinons

Post by mautschi » Sun Apr 21, 2013 5:27 am

Is it possible to limit the heroes ? So, if you get a hero with range +1, you can't get another one with range +1.

Ballermann
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Re: The Mod Community wishes, suggestions and opinons

Post by Ballermann » Sun Apr 21, 2013 8:20 pm

My wish is more missing Nation inserted to grow, like Finland, China and Japan as example.

And i still miss special abilities from Panzer General II like this:

Tactical Bomber = The bomber cannot be surprised while moving.

All Weather Combat = The air unit is not affected by weather conditions.

Bridging = When moving the unit treats passable river hexes as rough terrain.

Devastating Fire = The unit may fire twice in a turn.

Street Fighter = The unit ignores an enemy unit’s city entrenchment when calculating combat results.

Superior Maneuver = The unit may bypass enemy units’ zones of control.

Fighter = The unit can intercept multiple enemy fighters in the defensive phase.

Resilience = The unit will suffer 1 to 3 fewer step casualties than normal units when attacked.



And again:
No limits for Transport-Units.
Make Transport-Units switchable like for the "Land-Wasser-Schlepper".
Sorry, for my bad school english...

Tarrak
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Re: The Mod Community wishes, suggestions and opinons

Post by Tarrak » Mon Apr 22, 2013 6:59 am

Do we really have to adapt all the ideas from PG2? I mean there was a reason why it was a lot less popular then PG1 after all ... :P

Steakenglisch
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Wishes ... yes here is one :-)

Post by Steakenglisch » Sat Apr 27, 2013 10:29 am

I wish a bigger campagian, using the GC Scenarios as a base and add some new or change some existent. A Campaign with fictional Scenarios like a Battle of Britain (Luftwaffe against RAF), Malta, Gibraltar... the Invasion in the USA should be bigger more Maps and bigger Maps.

Here some Ideas in more detail:

Operation seelöwe should be split off in 3 Scenarios:

I. Battle of britain (primary an air fight map for the germans) goal destroying or damaging a number of radar stations, airports and industrial capacity on the one hand and killing a number of Planes -> the outcome of this Scen should influence the next map destroyed or damaged Radar stations and airports has a direct outcome of the ability of the RAF defending England (limiting the capacity of supplying the airforce and limiting the recon ability)

radar / airfields
1 - 3 structural points : badly damaged out of order
4 - 6 damaged, only 50% effective
7 - 10 working, 100% effective

2. Map of Seelöwe ... the Landing / Invasion, establishing a foothold

3. Conquering England ... :-) ... maybe a qustion after a Decisive Victory to Spend 1000 Prestige and one of your Core Units to arrange an alliance with Ireland and getting in exchange 2 Volunteer Units maybe Irish SS Volunteer Legion or something like that. :-)

II. Gibraltar, Malta, Crete
Mixed Airborne and Naval Invasion Maps, witch influence the African Campaing, more prestige/supply and units for the Afrika Corps

III. biger citys, key citys should be build of more than one or two city hexes

IV. adding an extreme expensive but although extreme effective Commando Unit
Germany -> the "Brandenburger Division"
UK -> Commandos / Ghurkas
US -> Nippon /american/japanese Infantry
UdSSR -> Partisans especially effective against heavy infantry

V. Adding a Fleet as Core Units :-)

Thats my Ideas :-)

tlroff
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Re: The Mod Community wishes, suggestions and opinons

Post by tlroff » Sun May 05, 2013 6:14 pm

I just had to suggest this..((clutching his HG Well's omnibus edition to his chest!))

The Original War of the Worlds was set only years before world war 2. What if the Martians had been aware of the situation in Europe and chosen to wait untill the Earths nation were heavily embroiled in war before launching thier invasion?

War of the Worlds mod!

Heat rays Vs Panzers!

Invaders conditions:
Can never over strength unit during a scenario
Can Never take elite replacements during a scenario.
(Mars is a bit of a distance after all.. Have do that stuff between scenarios if your the "Martians"

Martians units needed:
Tripods.
Some sort of flying scaucer air unit.
any "special" units should be "SE" (like a flying scaucer)
Martians have a small equipment pool.
Martian "Infantry" should be weak, cheap, and numerous, and have an automatic entrench in any terrain (many tenticles allow the handling of many shovels!.))

Campaign play.. proceeds as normal untill 1942 when the Matians Invade.... Introduction should be during the invasion of Russia. Here you are invading russia and someone else show up at the party. If the players core get destroyed don't be to surprised. Expect to be spending a few scenario's holding on by the hair on your chinny chin chin, and keep a firm eye on your victory conditions.
Battles should be mostly defensive battles... and should be difficult if not nearly impossible to achive a DV.. Even a lost battle drives the story on though as a tale of desperate defence against overwheming technological superiority. (assymetrical warfare from the other sides point of view..ow ow ow!)

"Martians" have mobility uneffected by terrain due to technology.

A special faction unit should be availible.. "Civilian Refuges" no combat power, can only take casualties... loosing one is like loosing a VP hex, getting one to its destination will gain an objective VP... scenarios of trying to safeguard civilians fleeing the invasion. No idea if this is possible.

Entirely possible as the "War" Goes on for players to add units to thier core from other major powers during some scenarios. Might even be where the player starts after the Martians party crash the invasion of Russia. Those T-34's are mighty nice tanks in 1942 after all. ((our war is over comrade! The Imperialistic Martians our our enemy now! And, I brought Vodka!)) By late war you could have who knows. You could be running around with Tigers-II's M-26's, Early Brit Chieftans, and that excellent american artillery, and a very mixed airforce!

The Martians in my mind should be an AI faction with not many units, but phenominally powerfull ones. If they do have a unit that is plentifull I would suggest a fairly weak infantry unit and inexpensive Infantry unit. Idealy the AI infantry should be pretty much balances with having equal soft, hard, air, and naval combat factors. Martians have no naval units! (you see any oceans on mars??)
The Martian "Flying scaucer" SE unit is the only martian unit that can enguage ships out of range of ground units.. Also suggest that Martion tripods be given a weapon range of 2...Martians have no indirect fire units so no artillery though Tripods should act as fire support when behind an infantry assult (very very unhealthy place to be as a defender.. a place your most likely to loose a unit.)

Tripods are going to be close to impossible to kill in a single turn, and would have to be worn down through several turns (attrition combat..what fun!) while dealing with hoards of Martian Infantry.

((who knows.. maybe the the now united axis and allies can pull a technological wonder out of thier hat before earth is conquered to combat those vicious Martian Invaders who mean to enslave us all and perform unseemly acts with earth women!))

Well, thats my idea... I'm no modder.. but maybe I may have stoked a real modders inagination!

TL_Roff sends

huntley
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Re: The Mod Community wishes, suggestions and opinons

Post by huntley » Wed Jul 03, 2013 2:30 pm

Please make it easy for normal users to use mods. It should not be too difficult, and contrary to some opinions mods do matter to users, whether they regularly employ them or not. Mods extend the lifetime and sales of a game. Remember Counterstrike?
Just make it easy for me to use the excellent unit mods, campaigns and scenarios that are appearing in this forum and over at Matrix.

RobertCL
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Re: The Mod Community wishes, suggestions and opinons

Post by RobertCL » Wed Jul 03, 2013 5:44 pm

I would like to have a June 1945 Western campaign vs Soviets using Vanilla e-file.
Nothing complicated, just an extra campaign with existing units.

KISS principle: Keep It Simple Stupid :D

I have already played the excellent existing campaign but I need more!

the_iron_duke
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Re: The Mod Community wishes, suggestions and opinons

Post by the_iron_duke » Mon Sep 30, 2013 3:06 pm

I've had a cool idea for skirmish map creation. When drawing a map it would be good if there was an option so one could make it duplicate what one drew either as a mirror image on an x or y axis (reverse/inverse) or both together (reverse and inverse). So on a 30x30 map if one placed a forest at co-ordinates 1,1 it would also place a forest at co-ordinate 1,30 if reflected on an x axis, co-ordinate 30,1 if reflected on a y axis or co-ordinate 30,30 if reversed and inverted. This way, one could easily create great balanced maps for skirmish-style games.

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