PHCAS Mod 2

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phcas
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PHCAS Mod 2

Post by phcas » Mon Sep 07, 2015 1:36 pm

Hello

In this topic I will work on my second mod.

(The first mod will still go on also, but later. The second mod has nothing to do with the first one).

In the second mod the basic campaign will be reworked with much bigger (historical) armies and maps.
Lots of new units like in the first mod, new terrain things like hospitals, castles, lighthouses and train stations.

===================================================================
This mod is made for: PC game version v1.22
With the addons: Afrika Corps - Allied Corps - GC39-45
===================================================================

Reworked scenarios PC Campaign: Poland - Norway - Kursk

Working on now for next update v117: Low countries / PC v1.24 comparteble

Basic Mod Part 1
https://www.sendspace.com/file/pvngqm
Basic Mod Part 2
https://www.sendspace.com/file/vwvlgp
Basic Mod Part 3
https://www.sendspace.com/file/yx9hho

Update v101-v105
https://www.sendspace.com/file/oxdnn7
Update v106
https://www.sendspace.com/file/b1hzk1
Update v107
https://www.sendspace.com/file/8kss3e
Update v108
https://www.sendspace.com/file/uokuh4
Update v109
https://www.sendspace.com/file/wzvot0
Update v110
https://www.sendspace.com/file/u4qrwf
Update v111
https://www.sendspace.com/file/kjvqp1
Update v112
https://www.sendspace.com/file/rrmvvt
Update v113
https://www.sendspace.com/file/k6tk17
Update v114
https://www.sendspace.com/file/7c5mzy
Update v115
https://www.sendspace.com/file/5o6m33
Update v116
https://www.sendspace.com/file/mmomgf
Attachments
x1.jpg
x1.jpg (132.8 KiB) Viewed 7270 times
4x.jpg
4x.jpg (104.02 KiB) Viewed 7270 times
x2.jpg
x2.jpg (70.87 KiB) Viewed 7270 times
Last edited by phcas on Sun Dec 27, 2015 7:35 am, edited 38 times in total.

McGuba
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Re: PHCAS Mod 2

Post by McGuba » Mon Sep 07, 2015 1:48 pm

Looking nice already! :D

Just a friendly suggestion, though: I already noticed it in your other mod (Mod 1) that in the briefings you are using past tense, like here:
"The Wehrmacht had to face 10 armoured trains..." maybe it is just me, but for me it is ruining the immersion factor a bit that I am playing a campaign now and the briefings keep refering to the past. I think it should be better to keep them in the present as in the vanilla game. Sorry for nitpicking, just a thought. :wink:
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

phcas
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Re: PHCAS Mod 2

Post by phcas » Mon Sep 07, 2015 2:03 pm

McGuba wrote:Looking nice already! :D

Just a friendly suggestion, though: I already noticed it in your other mod (Mod 1) that in the briefings you are using past tense, like here:
"The Wehrmacht had to face 10 armoured trains..." maybe it is just me, but for me it is ruining the immersion factor a bit that I am playing a campaign now and the briefings keep refering to the past. I think it should be better to keep them in the present as in the vanilla game. Sorry for nitpicking, just a thought. :wink:
I think your are right. I will change that. The problem is that I want to give as much historical information as possible. That the Russians invade Poland on the 17th september is easy. The Russian army will show up then and you can play on. The surrender of Warsaw city at the 27th september is a problem. I have a nice little gif movie to show and can give that information on turn 27 but were are your game armies at that moment? has Warsaw fallen turns ago or are you still at the borders? Any Ideas?

Thanks

Greetings PHCAS

phcas
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Re: PHCAS Mod 2

Post by phcas » Mon Sep 07, 2015 2:23 pm

Like this maybe?
Attachments
xxx.jpg
xxx.jpg (55.51 KiB) Viewed 7231 times
xx.jpg
xx.jpg (58.33 KiB) Viewed 7249 times
Last edited by phcas on Mon Sep 07, 2015 2:49 pm, edited 1 time in total.

McGuba
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Re: PHCAS Mod 2

Post by McGuba » Mon Sep 07, 2015 2:27 pm

Maybe you just do not have to add the exact date in a case like that. I bet most players just want to have fun and are not playing your mod because they want to memorize the exact date of the capture of each major city. I am a huge supporter of historical accuracy in wargames, but sometimes you can make compromises without compromising the historical content. And I think it is a nice example for that.

Also, in your example if a player can only take Warsaw several turns later for whatever reason (e.g. random bad weather or unlucky dice rolls) than he should have, he might feel cheated or disappointed. For instance he takes the city on 1st October, and then the message says "Warsaw fell on 27th September...", which can lead to a WTF moment: did I do something wrong? Am I not good enough? Is it a bug, or what?

So just congratulate the player for taking Warsaw whenever it happens, and everyone will be happy. (Except for the Polish, perhaps. :wink: ) Just designate Warsaw as AI zone "x" and when there are no more Allied flags in it the message can be triggered.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

phcas
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Re: PHCAS Mod 2

Post by phcas » Mon Sep 07, 2015 2:41 pm

McGuba wrote: Just designate Warsaw as AI zone "x" and when there are no more Allied flags in it the message can be triggered.
I will try that! Thanks

Can you maybe explane how exactly to do that, sorry I am no so good with that.

McGuba
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Re: PHCAS Mod 2

Post by McGuba » Mon Sep 07, 2015 11:20 pm

First you have to designate an AI zone for Warsaw:
sample11.jpg
sample11.jpg (228.3 KiB) Viewed 7145 times
You can use any of the available 32 AI zones to trigger any actions when the given conditions are met. You just have to make sure that you use only one AI zone for each action otherwise they can be mixed up. In this example I used zone 10:
sample12.jpg
sample12.jpg (226.96 KiB) Viewed 7145 times
Then you have to go to the Scenario Params... and add the action you want to be triggered by the conquest of AI zone 10:
sample13.jpg
sample13.jpg (237.83 KiB) Viewed 7145 times
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

McGuba
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Re: PHCAS Mod 2

Post by McGuba » Mon Sep 07, 2015 11:45 pm

In this example we want a message to appear when Warsaw is taken by the player (Axis), which means when there are no more Allied (Polish) flags in AI zone 10. So add a new script and press edit trigger. You can also choose when you want the action (message) to be triggered: at the beginning or the end of the Axis or the Allied turn, or immediately. For now I chose at the beginning of the Axis turn so that the player cannot miss it. But you can also choose immediately. The main difference is when there are many scripts in a scenario set for immediately the game has to check them continously (so that they can take effect immediately) which can take a lot of system resources and slow down the game or have other unwanted effects. So it is basically safer to make the game check most triggers at the beginning or at the end of each turn, unless you have just a few such scripts in a scenario:
sample14.jpg
sample14.jpg (87.62 KiB) Viewed 7142 times
Then add a map condtion as a trigger:
sample15.jpg
sample15.jpg (120.66 KiB) Viewed 7142 times
However, you can also combine it with other conditions as well if you want to, as it says, the trigger will be activated when ALL the following conditions are met. For example the message can only appear after turn 8 AND if the Axis has taken Warsaw AND if there are more than 2 Axis units in zone 10 AND if there are more than 1 Axis flags in AI zone 21. But for now I just add a simple map condition:
sample16.jpg
sample16.jpg (151.82 KiB) Viewed 7142 times
Which means what it says, the trigger will be activated when there are less then 1 Allied (Polish) flags in zone 10, which effectively means when Warsaw is captured by the Axis.

Then you just have to add the message action, but I think you are fine with that. :)
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

phcas
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Re: PHCAS Mod 2

Post by phcas » Tue Sep 08, 2015 3:28 am

Thanks very much McGuba!! I am going to think how to use this in the mods, it will be very nice!

Greetings PHCAS

phcas
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Re: PHCAS Mod 2

Post by phcas » Tue Sep 08, 2015 6:16 am

Thanks McGuba, it works

(Image is not to sharp becausse its a movie)
Attachments
warsaw.jpg
warsaw.jpg (29.55 KiB) Viewed 7104 times

phcas
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Re: PHCAS Mod 2

Post by phcas » Thu Sep 10, 2015 11:16 am

Update v101 online
Attachments
00.jpg
00.jpg (40.48 KiB) Viewed 7009 times
00a.jpg
00a.jpg (15.25 KiB) Viewed 7009 times
00b.jpg
00b.jpg (28.93 KiB) Viewed 7009 times

phcas
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Re: PHCAS Mod 2

Post by phcas » Fri Sep 18, 2015 9:04 am

Update v102 online

ppanzer
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Re: PHCAS Mod 2

Post by ppanzer » Sat Sep 19, 2015 9:54 am

Looking great,will you use all units from your other mod ?
Godspeed

phcas
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Re: PHCAS Mod 2

Post by phcas » Sun Sep 20, 2015 1:43 pm

ppanzer wrote:Looking great,will you use all units from your other mod ?
Godspeed
Hello ppanzer,

Yes I will use (allmost) all units from my other mod, BUT units will stay "general" and are historical named in the scenarios and the scenarios will be much bigger.

The great difference is that mod1 can only be played as Axis side becausse the AI will not understand some things. For example the Panzer units have a switch button for transport and the AI will send the Panzers into the war on transports.

In mod2 Panzer units can upgrade with transports but will all show up in the game scenarios without transports. The AI will not upgrade with transports so mod2 can be played from the Allied side also. This means that in mod2 also the Allied campaign will be upgraded. In mod2 also new units will show up, but they will also come to mod1 in time.

I bring out the mods while working on it, so the mods are in progress.

Greetings PHCAS

ppanzer
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Re: PHCAS Mod 2

Post by ppanzer » Mon Sep 21, 2015 5:39 am

phcas wrote:
Yes I will use (allmost) all units from my other mod, BUT units will stay "general" and are historical named in the scenarios and the scenarios will be much bigger.

The great difference is that mod1 can only be played as Axis side becausse the AI will not understand some things. For example the Panzer units have a switch button for transport and the AI will send the Panzers into the war on transports.

In mod2 Panzer units can upgrade with transports but will all show up in the game scenarios without transports. The AI will not upgrade with transports so mod2 can be played from the Allied side also. This means that in mod2 also the Allied campaign will be upgraded. In mod2 also new units will show up, but they will also come to mod1 in time.

I bring out the mods while working on it, so the mods are in progress.
Wow,that's great,looking forward to future updates.This mod is gonna rock

phcas
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Re: PHCAS Mod 2

Post by phcas » Mon Sep 21, 2015 2:19 pm

Update v103 online

You can have a first look at Norway now (very unfinished)

phcas
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Re: PHCAS Mod 2

Post by phcas » Fri Sep 25, 2015 9:28 am

Update v104 online

Norway incomplete but can be played in the Campaign and as Scenario

phcas
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Re: PHCAS Mod 2

Post by phcas » Sun Sep 27, 2015 7:51 am

Lighthouse map graphic
Attachments
1.jpg
1.jpg (197.2 KiB) Viewed 6433 times

Akkula
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Re: PHCAS Mod 2

Post by Akkula » Sun Sep 27, 2015 7:18 pm

Beautiful decoration phcas. I really like it.
If you are going to create more I would if you release a graphic pack. I am a fan of improve the visuals of the scenarios :)

Best regards.
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v1.1): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062

phcas
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Re: PHCAS Mod 2

Post by phcas » Mon Sep 28, 2015 4:55 am

Akkula wrote:Beautiful decoration phcas. I really like it.
If you are going to create more I would if you release a graphic pack. I am a fan of improve the visuals of the scenarios :)

Best regards.
Akkula.
The lighthouse on the Graphics/Tiles/Layerstations on update v105

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