Maelstrom (US and Red Dawn campaign)

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

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El_Condoro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by El_Condoro » Wed Nov 07, 2012 9:12 am

Thanks for your positive feedback, Shrike.

A couple of questions:
- did you play Operation 'Dragoon'? I recommend going back to your save of Anzio Breakout and taking that route to see if you like it. I did. :)
- did you play Bulge or Nordwind? I like Bulge better but just curious. If Bulge, how did KG Peiper play? I had trouble making him as powerful and dangerous as in RL.

I assume you got a DV at Germany ready to hold off the Red horde in Red Dawn. I am in the final testing phase of that (short - 6 scenarios) campaign but RL might make the release date stretch into early December.

Shrike
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by Shrike » Wed Nov 07, 2012 8:40 pm

Nah, haven't played Dragoon or bulge yet. Do you happen to have a campaign tree document like you made for Red dawn? I only have save games from the start of every scenario I've played, which means only the D-day route since I played that one after my full re-install. if only I had more free time ... but I'll surely get around to playing those maps sometime :)

El_Condoro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by El_Condoro » Thu Nov 08, 2012 7:42 am

The campaign tree is in the library, along with other stuff. No hurry. :)

Shrike
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by Shrike » Sat Nov 10, 2012 7:27 pm

Alright, got around to playing Dragoon and The Bulge today. I managed to clear out the entire map on The Bulge, without a single German ground or air unit left by turn 19. I control all victory hexes (well, in fact all hexes with a flag on the map) and click to make the game end on turn 20 and ... I get the "Allied surrendered" screen! Game over WTF :shock:

El_Condoro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by El_Condoro » Sun Nov 11, 2012 12:27 am

Were any of your primary objectives taken by British units - i.e. they had British flags at the end? If so, that's where the problem lies - I forgot to include the UK as being on the US side!! :oops: However, the message should have been "Loss" rather than "Allied surrender" but anyway...

Fixed here: https://dl.dropbox.com/u/16283408/Panze ... dennes.zip

Did KG Pieper cause any problems? - I really want him to be an issue even if he just runs out of fuel at the end as in RL. :)

Shrike
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by Shrike » Sun Nov 11, 2012 10:17 am

Yes, one objective was taken by a Brit. I've tested the fix, but it doesn't seem to work on a saved game of turn 19. Do I need to replay the map or the entire campaign to see it work? KG Pieper did well, but his tendency to attack cities with defending infantry and ending up in forest hexes lead to his eventual demise. Did you prevent him from resupplying and reinforcing?

El_Condoro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by El_Condoro » Sun Nov 11, 2012 12:36 pm

No, he's just a dumb AI unit that doesn't know that forests and cities are no good for tanks.

The fix will have to be played after Metz, but you don't need to play the whole campaign - it gets loaded after Metz.

Herald611
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by Herald611 » Fri Nov 16, 2012 4:12 pm

I have the files installed, but the campaign does not show up in the games menu at all - although all my other DLC is there.
I did use the JGSME to install it - is there some other tool?

huertgenwald
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by huertgenwald » Fri Nov 16, 2012 11:25 pm

Herald611 wrote:I did use the JGSME to install it - is there some other tool?
For the mod campaign to show up, it should be installed in the directory

C:\Users\"UserName"\Documents\My Games\Panzer Corps\Mods

JGSME isn't helpful for that task, AFAIK.

Cataphract88
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by Cataphract88 » Sat Nov 17, 2012 12:11 am

Herald611,

The way I did it was to place the 'Game Files' in: My Computer/ Local Disk C/ Program Files/ Slitherine/ Panzer Corps/ MODS.

The 'Scenario/Campaign Files' I placed in: My Documents/ My Games/ Panzer Corps/ Mods. I then initiate the mod through the GME.

Hope this helps.
Richard

El_Condoro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by El_Condoro » Sat Nov 17, 2012 2:54 am

As explained in the opening post: the game files (the 260Mb one) get extracted to the GME folder in the main Panzer Corps directory. It's in a different location for everyone so I can't be specific. Generally it would be C:\Slitherine\Panzer Corps\MODS. The campaign files go in \My documents\My games\Panzer Corps\Mods.

MikeAP
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by MikeAP » Sun Nov 18, 2012 2:10 am

Is there any fix for the missing animations? I'm having a hard time enjoying the mod without knowing who is shooting..

Thanks

El_Condoro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by El_Condoro » Sun Nov 18, 2012 6:20 am

There is a fix that will be incorporated in the next update. For now, use this one. You can either install it to the GME and install it after the Maelstrom mod, or uninstall Maelstrom from the GME, extract this mod to the Maesltrom folders and then install the mod using the GME. Games already started should not be affected - except to add sounds and effects!

This fix is the result of the time and effort vPaulus put into making it - a huge thank you to him! :)

MikeAP
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by MikeAP » Sun Nov 18, 2012 12:11 pm

Thanks. Also, I noticed that using the real Sound Mod will work for about 90% of the missing animations

VPaulus
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by VPaulus » Sun Nov 18, 2012 2:51 pm

It can be, but El_Condoro uses custom units that I don't have in Redux. That was one of the things that I had to add.
After that fix there are two sounds and probably animations that are still missing... the mines. E.Condoro was using a specific sound and animation from another mod that I didn't knew.
But I'll try to look for those and post the fix here.

bebro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by bebro » Sun Nov 18, 2012 3:22 pm

Restarted now that I got AK. Torch was no prob, but after three tries I'm still not able to beat Kasserine. Oh well, I think I'll just move on.

At least I got my first elite unit, an M10, looks like he has a str limit.

I find prestige quite tight early on, but that adds to the challenge. It seems you're better off with disbanding a couple of the weaker starting units before Kasserine, then use the returned prestige to buy something better unless you can upgrade cheaply.

Overall it's nice work and I found no major probs so far. :)

MikeAP
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by MikeAP » Sun Nov 18, 2012 5:40 pm

bebro wrote:Restarted now that I got AK. Torch was no prob, but after three tries I'm still not able to beat Kasserine. Oh well, I think I'll just move on.

At least I got my first elite unit, an M10, looks like he has a str limit.

I find prestige quite tight early on, but that adds to the challenge. It seems you're better off with disbanding a couple of the weaker starting units before Kasserine, then use the returned prestige to buy something better unless you can upgrade cheaply.

Overall it's nice work and I found no major probs so far. :)
I've made it to Anzio and I will tell you that prestige is not an issue. However, there seem to be limits as to how many core units you can deploy. It's at the point where I can only deploy half of my Army. Whats the point? Why not limit the aux units, and let the player utilize his core units?

El_Condoro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by El_Condoro » Mon Nov 19, 2012 9:47 am

@bebro: Yes, Kasserine can be a challenge. I intended it to be that way given it was a pyrrhic victory at best for the US. It can certainly be beaten, though - just be prepared to defend a lot in the initial stages before going on to the offensive.

@MikeAP: the decision to limit the core was partly to better reflect the historical army composition and also to limit the inevitable power of the core as compared to the auxiliary units - again for historical reasons. There is power in numbers (e.g. and this may be debatable, 5 cheap infantry are better than 2 with elite replacements) and so I wanted to restrict that, too. In the end, it was a personal decision based on the perception that a large core would encourage a less historical army composition and probably unbalance the campaign too much.

rousic
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by rousic » Wed Nov 21, 2012 3:43 pm

Is it possible to capture enemy units in this campaign?

bebro
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Re: Maelstrom (US campaign) **NEW OCT 2012**

Post by bebro » Wed Nov 21, 2012 4:08 pm

I did not progress that far with the current version, but there were captured units in the previous version of the campaign (which did start later than the new one). So my guess would be they are in here too. Of course, El_C will know for sure :)

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