U-boat Mod v1.3

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guille1434
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Re: U-boat Mod v1.2

Post by guille1434 » Thu May 01, 2014 1:43 pm

Ice: Thanks again for your nice words and for considering my comments...

And now that you mentioned pens... Wouldn't be a good time to start thinking about the making of a good icon for the big concrete bomb-proof submarine pens the Germans built? They would be awesome! :-)

Also, you may consider to send me your last modified version of "Persicope Depth" version of the Type VII icon, in order to "standarize" the look with the new Type XXI unit, which is the next project I will start making (after I uploaded the Sm.84 bomber asked by McGuba and Agustin Malar). By the way, those little changes you introduced, improved the look of the icon a lot! I am very satisfied with the end result. Incidentally, the periscope head was the part that I liked the less about that graphic... Excellent!

And, of course, be careful with the enemy lookouts, they have a nasty way of calling the destroyer escorts to start making depth charge runs on one's sub, they are not kind people at all! :-)

Magic1111
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Re: U-boat Mod v1.2

Post by Magic1111 » Thu May 01, 2014 9:24 pm

iceFlame wrote: If you happen to think of any ideas to improve it, please let me know as I'm happy to listen to suggestions to make it the best it can be.
Yes, of course, I´ll do so!

Best regards mate,
Magic

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Re: U-boat Mod v1.2

Post by iceFlame » Fri May 02, 2014 9:49 am

Rockety wrote:Hi,

A great and unique idea here, congrats!

Would you please post a picture where all of the different modes of subs are visible next to each other ? :)
Thank you! :)

And as per your request, here's a screen showing all five U-boat modes:

Image

1) Surfaced: Uses the deck gun animation and sound. (Weakest defense).

2) Decks Awash: Only the conning tower is visible. Uses the flak gun animation and sound. (Slightly better defense).

3) Forward Periscope: Uses two front tubes for a double torpedo launch. (Medium defense).

4) Rear Scope: Uses a single torpedo launch from the rear tube (passive only) as the boat is trying to escape. (Medium plus defense).

5) Crash Dive: The boat runs silent near crush depth. Not visible from the surface and no attack is possible. (Best defense).

The really cool thing is that all four weapon systems are now active and you can choose how to deploy your boats based on the tactical situation. 8)
Image
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iceFlame
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Re: U-boat Mod v1.2

Post by iceFlame » Fri May 02, 2014 10:14 am

guille1434 wrote:And now that you mentioned pens... Wouldn't be a good time to start thinking about the making of a good icon for the big concrete bomb-proof submarine pens the Germans built? They would be awesome! :-)
Totally! I think that would look so cool on the coast. I'm not the best at making original icons, but I'll have a look and see if I can come up with something. Thanks for another great idea! :D
Also, you may consider to send me your last modified version of "Persicope Depth" version of the Type VII icon, in order to "standarize" the look with the new Type XXI unit, which is the next project I will start making (after I uploaded the Sm.84 bomber asked by McGuba and Agustin Malar).
Will do. I can't add an attachment to a PM, but I have uploaded the two new icons and I'll PM you the link right away. And thanks again for working on the Type XXI. Honestly, I can't thank you enough! :D
By the way, those little changes you introduced, improved the look of the icon a lot! I am very satisfied with the end result. Incidentally, the periscope head was the part that I liked the less about that graphic... Excellent!
I'm really glad you liked it. I felt the same way about the periscope head, and since I moved the surface/wake up, it doesn't protrude as high out of the water anymore. Which IMO, is another good thing. (That and the lighter lens really seemed to help). :)
And, of course, be careful with the enemy lookouts, they have a nasty way of calling the destroyer escorts to start making depth charge runs on one's sub, they are not kind people at all! :-)
Tell me about it. The escorts are not very considerate at all! Here I am just trying to mind my own business below the surface and the next thing I know depth charges are going off all over the place! Not good for my self-esteem at all. It's enough to give a poor guy a complex. :mrgreen:
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iceFlame
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Re: U-boat Mod v1.2

Post by iceFlame » Fri May 02, 2014 10:27 am

Magic1111 wrote:
iceFlame wrote: If you happen to think of any ideas to improve it, please let me know as I'm happy to listen to suggestions to make it the best it can be.
Yes, of course, I´ll do so!

Best regards mate,
Magic
Sounds good, as I can use all the help I can get! :wink:

But seriously, if you get a chance, I'd be delighted to hear results from your play testing as I think that would prove invaluable. Thanks again! :)
Image
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guille1434
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Re: U-boat Mod v1.2

Post by guille1434 » Fri May 02, 2014 12:46 pm

Hi Ice! I just uploaded the U-Boat Type XXI pack... It has some of the "Standard" features of the icons I make/mod for my collection: i.e. no flag, and the small image is reduced to 50% of the big one. Also, they all include the smaller "switchable" marker... Fell free to edit the images as you see fit to use in your mod. If you need some help, please drop me a line. (Also, I adapted your Type VII graphic to this "quasi-vanilla" look, in case you are interested, I am willing to upload it also as an alternative icon pack)

You will be able to download it in the "Multipurpose units thread" I hope you like it!

Good ship hunting! :-)
Attachments
U-Boat_Type_XXI-surface.png
U-Boat_Type_XXI-surface.png (15.38 KiB) Viewed 4138 times

iceFlame
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Re: U-boat Mod v1.2

Post by iceFlame » Sat May 03, 2014 11:02 am

guille1434 wrote:Hi Ice! I just uploaded the U-Boat Type XXI pack...
It looks great guille! Very sleek... Thank you so much! Now I just have to figure out how to incorporate it. :lol: Also, I'd be happy to look at the alternate Type VII graphics (if you don't mind sending them to me). They sound quite interesting. :)

Hmmm... Not sure what's going on with pictureshack. Looks like the site's down. :(

Anyway while I puzzle over that, here's a look at the beta U-boat pen graphic:

Image

I'm fairly pleased with it so far, but I still have some tinkering to do. Scale is the main issue I'm having, but I'm not sure if I can do anything about that. In any event, I'd be interested to know what you think. Does it clash with the vanilla style? Or does it fit in with the map? :?
Image
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BiteNibbleChomp
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Re: U-boat Mod v1.2

Post by BiteNibbleChomp » Sat May 03, 2014 12:42 pm

The U-Boat dock looks quite nice - I would suggest making it a bit bigger though (+10%).

Also, hope you haven't forgotten about my request for the Path to Rearmament. I don't want to resort to stormtroopers for such a great project (there's no mod war here either)

- BNC
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guille1434
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Re: U-boat Mod v1.2

Post by guille1434 » Sat May 03, 2014 1:52 pm

That sub pen icon was one of the images I found and selected as a candidate for an icon... It looks good, but I think it could be still better if you try to change its angle of perspective a little bit, rotating it slightly in a clockwise direction. Of course, that would be acceptable only if it can be done without losing sharpness of the graphic...

Too bad the game at this moment does not support the ability for one unit to "contain" other units, so the pen would really serve as an air attack shelter for a submarine.

BiteNibbleChomp
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Re: U-boat Mod v1.2

Post by BiteNibbleChomp » Sun May 04, 2014 6:20 am

Why not add the dock in v1.3?

- BNC
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asuser
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Re: U-boat Mod v1.2

Post by asuser » Sun May 04, 2014 12:01 pm

Hi iceflame,

nice idea with a sub bunker. For a better (smooth) implementation into the existing hex area I would try to set in the bunker icon into a land hexfield. I could imagine, that especially with a coast part there is then a nice "Bridge" for the eyes from land-bunker-sea. I think there is a famous tile compilation from a Modder (Massi) available, which it seems looks perfectly with it's angle, color and so on...

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Re: U-boat Mod v1.2

Post by Wellingham » Mon May 05, 2014 7:21 am

iceFlame wrote:
Wellingham wrote:I'm proud of you Icey! Perfect!

~Ulisses Montagna
Thanks for the kind words! :D

*******

The first post has been updated with the latest version. Enjoy!
No Problem! It was worth the words :mrgreen:
~Ulisses Montagna
--------------------------------------------------------------------------
I wanna be a Canis Ex Machina, but all I got is this Haunted Kriegsmaschine-9000, so I still need the Herzensbrecher and the Hundkopf!

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Re: U-boat Mod v1.2

Post by peterw » Mon May 05, 2014 12:09 pm

Hi iceFlame,

I added (as aux unit) your Type VII in my Mod last Weekend. It works good! :mrgreen:

As primary mode I used the periscope mode. This mode is like the former only mode of submarines. And it has the advantage that the sub can't be easily destroyed before turn 1 (in opposite to your surface mode). :evil:

And I lowered the gound-defence values to weeken the submarine against destroyers (as I've done with all subs in my mod).

May be you want to use "my" primary and lower ground-defence, too(?) :)

But after I added the nopurchase flag for the non-primary modes, the game crashed.
I found out with Panzer Corps V1.21 (I use) you can only combine nopurchase and switching for two modes. That's no problem in the moment, as no ships can be bought actually and I just don't use nopurchase for the sub (like you do).

But in the future I plan buyable ships...

Do you plan additionally submarines with several switch-modes?
For my mod Italia Victor! especially a Italian Sub is interesting. :wink:

Peter

iceFlame
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Re: U-boat Mod v1.2

Post by iceFlame » Tue May 06, 2014 10:17 am

BiteNibbleChomp wrote:The U-Boat dock looks quite nice - I would suggest making it a bit bigger though (+10%).

Also, hope you haven't forgotten about my request for the Path to Rearmament. I don't want to resort to stormtroopers for such a great project (there's no mod war here either)

- BNC
Nope I haven't forgot. Just been working on a couple other things, but as I understand it - we still have lots of time. Will try to get sorted soon. Only trouble is, I tend to get too picky so projects usually end up taking longer than I expect. :(

Also thanks for the suggestion on size. Helps confirm what I was thinking. :)
guille1434 wrote:That sub pen icon was one of the images I found and selected as a candidate for an icon... It looks good, but I think it could be still better if you try to change its angle of perspective a little bit, rotating it slightly in a clockwise direction. Of course, that would be acceptable only if it can be done without losing sharpness of the graphic...
Yeah, I think that might be the only way to upscale it. Otherwise it won't fit in the hex... The other question is how to utilize it in-game. (Beyond mere aesthetic effect). In real life they had both coastal battery and anti-air capability, so I've been thinking of using them in a multi-purpose role. Of course this will add additional space issues to the icon, so still trying to figure that out. :wink:
Too bad the game at this moment does not support the ability for one unit to "contain" other units, so the pen would really serve as an air attack shelter for a submarine.
Wouldn't that be great? Something along the lines of a shared zone of control or 'stacked' units that utilize the primary units defense. Oh well, I guess we can always dream. :wink:
BiteNibbleChomp wrote:Why not add the dock in v1.3?

- BNC
Yeah, that's the plan. Just trying to sort out the best way to use it in-game. :)
asuser wrote:Hi iceflame,

nice idea with a sub bunker. For a better (smooth) implementation into the existing hex area I would try to set in the bunker icon into a land hexfield. I could imagine, that especially with a coast part there is then a nice "Bridge" for the eyes from land-bunker-sea. I think there is a famous tile compilation from a Modder (Massi) available, which it seems looks perfectly with it's angle, color and so on...
I tried the land hex initially, but my problem was I didn't want it to be placeable on a non-coast hex. Also there is the issue of facilitating repair without mobility. As a result it should likely best be placed in an existing port hex, else (if classified as a naval support unit) repairs are not possible.

I've downloaded Massi's tiles in the past, so if I can find the tile you're referring to, I'd be happy to test it out. If it helps make a 'streamlined' look then I think it would be very worthwhile. Thanks for the suggestion! :)
Wellingham wrote:
iceFlame wrote:
Wellingham wrote:I'm proud of you Icey! Perfect!

~Ulisses Montagna
Thanks for the kind words! :D

*******

The first post has been updated with the latest version. Enjoy!
No Problem! It was worth the words :mrgreen:
Cool. And might I add just how relieved I am that pictureshack is back online. Sooo glad I didn't lose all my pics... :shock:
peterw wrote:Hi iceFlame,

I added (as aux unit) your Type VII in my Mod last Weekend. It works good! :mrgreen:
Great. I'm glad to hear it's in and working well. Should be a nice treat for the players! :)
As primary mode I used the periscope mode. This mode is like the former only mode of submarines. And it has the advantage that the sub can't be easily destroyed before turn 1 (in opposite to your surface mode). :evil:
Funny you say that 'cause originally I added them the same way, (in a protected submerged mode rather than surfaced) for that very reason. (Nasty damage before turn 1)! But then the reality bug got the best of me, and I gave in to the fact the boats were surfaced when they were first floated/leaving dry dock. That being said, I agree it would be nice (from a game-play point of view) to have them protected until they get a chance to move. Perhaps if the pens could come into play?
And I lowered the gound-defence values to weeken the submarine against destroyers (as I've done with all subs in my mod).

May be you want to use "my" primary and lower ground-defence, too(?) :)
If the play-testing shows it works well, then I'd be happy to make any changes for a better game.
But after I added the nopurchase flag for the non-primary modes, the game crashed.
I found out with Panzer Corps V1.21 (I use) you can only combine nopurchase and switching for two modes. That's no problem in the moment, as no ships can be bought actually and I just don't use nopurchase for the sub (like you do).
Yeah, I think I read that in another thread before I started this mod. Glad I did too, as it saved me quite a bit of frustration. So thanks to whoever made the posts. :)
Do you plan additionally submarines with several switch-modes?
For my mod Italia Victor! especially a Italian Sub is interesting. :wink:

Peter
Yes I do. Guille has already made some excellent Type XXI icons and I'm also currently planning to add another 'surprise' boat in a future update. My only problem is I'm currently working on several mods at the same time, (silly me :mrgreen:), plus real life is demanding right now so it likely won't happen as quickly as I'd like. So it may not be fast, but I do hope to get there. :)
Image
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iceFlame
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Re: U-boat Mod v1.2

Post by iceFlame » Tue May 06, 2014 12:18 pm

guille1434 wrote:It looks good, but I think it could be still better if you try to change its angle of perspective a little bit, rotating it slightly in a clockwise direction. Of course, that would be acceptable only if it can be done without losing sharpness of the graphic...
Okay, so I took your advice and changed the perspective a bit. The sharpness seems to be intact and I do like the new angle. Here's a new screen shot with weapons added:

Image

As much as I'd like to upscale it some more, I simply can't due to the hex restrictions. The only overlap in this instance would be the green movement icon, but in this case, since the pens are stationary, it's not an issue.

What I have done is added a coastal battery and a multi-barrel flak gun. Both are able to rotate and fire in either direction. (While the pen remains immobile). The idea is to switch between the two modes so that both animations/sounds will function in-game. For testing, I've only enabled naval and air attack respectively, as I'm not sure if it should be allowed to operate as a cross-channel gun.

As much as I'd love to do it, the pens were not used as such, although if one had been built on the north coast I suppose it could have done so. Any opinions on this?
Image
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iceFlame
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Re: U-boat Mod v1.2

Post by iceFlame » Sat May 10, 2014 9:11 pm

Bit of an update: The pens are coming along nicely... :)

Most of the work is done, so now I'm mainly tweaking the in-game implementation. The thing that makes this interesting is there's never been a unit quite like this in PzC before, so I've got a few issues I'm still trying to sort out.

Such as, should the pen be classified a naval unit (even though it's immobile), in which case it would have to be placed initially in port to allow repairs, or should it be a land unit? (In which case the player doesn't have to place it in a coastal hex).

Personally I'm favoring the former, even thought the port icon looks overloaded with the pens 'inside', but this seems to me the lesser of two evils. If anyone else has thoughts on this they'd care to share, I'd be happy to listen. :)

For the most part, I'm using vanilla stats/abilities as a guide with just minor adjustments here and there. That being said, the initial release will likely be far from perfect, but then that's what patches are for. :wink:

If all goes well, I should have an update sometime next week. :)
Image
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testarossa
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Re: U-boat Mod v1.2

Post by testarossa » Thu May 15, 2014 2:48 am

Cool idea. I really like this added functionality. I've been looking for a wargame to play North Atlantic convoy operations. Maybe this is the ticket.

iceFlame
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Re: U-boat Mod v1.2

Post by iceFlame » Mon May 19, 2014 8:33 pm

iceFlame wrote:If all goes well, I should have an update sometime next week.
Sorry for the delay, but I've been sick the past few days so everything is behind schedule. :(
testarossa wrote:Cool idea. I really like this added functionality. I've been looking for a wargame to play North Atlantic convoy operations. Maybe this is the ticket.
Hope it helps and thanks for the feedback! :)
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Re: U-boat Mod v1.3

Post by iceFlame » Thu May 22, 2014 3:10 am

To commemorate my 300th post, version 1.3 has just been released! You can find the latest download in the first post. Enjoy! :D

Image
Image
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guille1434
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Re: U-boat Mod v1.3

Post by guille1434 » Thu May 22, 2014 3:27 am

Congratulations IceFlame! And thanks for sharing!

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