"Kaiserschlacht" WWI Mod v3.3 (Mar 5, 2016)

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

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

What do you think should be done following the end of development for the WWI campaign?

Napoleonic Wars Campaign
44
23%
1870 Franco-Prussian War Scenario
14
7%
WWI Entente Campaign
24
12%
WWI Central Powers Grand Campaign
55
28%
1914-1945 "Combined" Campaign
49
25%
WWI Single MP Scenario (Western Front)
4
2%
WWI Single MP Scenario (Eastern Front)
3
2%
 
Total votes: 193

BiteNibbleChomp
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Tue Sep 23, 2014 10:39 am

Why so many (7) downloads of the beta but no replys? THAT WAS THE WHOLE IDEA OF ME UPLOADING IT

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

BiteNibbleChomp
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Thu Sep 25, 2014 12:20 pm

BiteNibbleChomp wrote:Why so many (7) downloads of the beta but no replys? THAT WAS THE WHOLE IDEA OF ME UPLOADING IT

- BNC
Now I'm sad. No-one even reads this any more :cry: :cry: :cry: :cry: :cry:

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

ThvN
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by ThvN » Sun Sep 28, 2014 12:19 am

Aww, don't be sad. I think one of the main problems is that the people most interested in helping out are modders themselves, which will be testing their own stuff.

I've had plenty of excuses myself to not be able to help out, unfortunately. For example, I upgraded one of my old PC's (my PzC-machine) a few weeks ago and what should have been a simple job turned into a three-night hardware-roulette session (and showed me I finally should start looking for a better PC). I'm still recovering from the nightmare, and I have only very recently been able to reinstall and slowly continue to mod PzC myself :( .

Mmhh... I've just read your testing request, is it really only 10 turns? So based on your previous estimate, about one or two hours play? Perhaps I should install GME and feign a sudden and mysterious technical problem if anyone calls me to badger me for advice on 'urgent' issues that they'll ignore most of the time anyway... :evil:

BiteNibbleChomp
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Sun Sep 28, 2014 12:37 am

ThvN wrote:Aww, don't be sad. I think one of the main problems is that the people most interested in helping out are modders themselves, which will be testing their own stuff.

I've had plenty of excuses myself to not be able to help out, unfortunately. For example, I upgraded one of my old PC's (my PzC-machine) a few weeks ago and what should have been a simple job turned into a three-night hardware-roulette session (and showed me I finally should start looking for a better PC). I'm still recovering from the nightmare, and I have only very recently been able to reinstall and slowly continue to mod PzC myself :( .

Mmhh... I've just read your testing request, is it really only 10 turns? So based on your previous estimate, about one or two hours play? Perhaps I should install GME and feign a sudden and mysterious technical problem if anyone calls me to badger me for advice on 'urgent' issues that they'll ignore most of the time anyway... :evil:
At the moment it is at 10 turns (or until about Feb 1915). I am working on getting it up to 15, which involves coding quite a few more quests and a number of offensives (plus the stupid AI has learnt to cheat historical supply lines in Palestine and Mesopotamia.) I have been able to get up to turn 15 (in my bigger file that I cut bits out of for beta-releases) in about 3hrs.

I'm actually kind of surprised that some modders who have recently uploaded new stuff (like McGuba) wouldn't be able to give their own mod a small break.

And anyway, I think all of you guys know that I use the emotes very excessively (have you not seen at least 1 of my posts containing over 100 :D 's in a row?). The actual case is that I just got bored and found some game about pirates and started playing that for a bit!

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

ThvN
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by ThvN » Thu Oct 02, 2014 1:48 am

KaiserSchlacht Grand Map, beta report. I tried to make it a bit humorous, if you need clarification on anything just let me know.


Turn 1
I am greeted by several telegrams with important info. Objectives and timetables are distributed, and troop movements commence. Rainy weather reduces spotting, and we parked the now worthless Zeppelin over our headquarters where it proved a most interesting umbrella but not much else.

AI turn: In the East, attacks start on an oil well defended by weak forces; it is unclear whether a (no doubt costly) defense of the objective will net any strategic benefit.


Turn 2
Our attention now focuses mostly on Serbia, where the Austro-Hungarian Army (Gemeinsame Armee = GA) is getting mauled by the Serbian army. This is going to be fun, I can tell.

AI turn: The Royal Navy starts bombarding German forces as they cross the Meuse, not bad considering they are 250km (150mi) away from them. Some crazy French decide to counterattack but in their enthusiasm fail to dismount from their horsedrawn carriages.

GA takes a beating from the Serbs. Konigsberg falls, Russians everywhere, the oil well is quickly destroyed.


Turn 3
The French rescue squad is wiped out and Brussels is taken. The Hochseeflotte cautiously ventures out into the North Sea, attacking wandering cruisers and destroyers. This with the intent to try and divert attention away from some submarines as they hug the Dutch coast trying to get within torpedo range of the Royal Navy fleet that is bombarding Brussels.

In Serbia, GA units seem useless, the odds against Serbian units are suicidal and only approach equality when fighting them under very favourable conditions. Although Belgrade falls, further advances are beyond the capabilities of the already depleted GA.

In the East, the edge of Konigsberg is reached but the city itself is just out of reach for now.

AI turn: some Royal Navy elements counterattack but the subs are out of reach, just as planned. Nonetheless, the heavy shelling continues. The GA gets clobbered by Serbs and some Russians that have wandered over.


Turn 4
What's this? A message that the troops are digging in, and indeed trenches appear on the map, which are quickly filled with rain. Local offensives are still being launched, but the rugged defense of some French forces dims German enthusiasm considerably. A small relief is that the naval action on the North Sea is making good progress towards the Royal Navy in The Channel.

In Serbia, the rain hinders the Serbs more than the Austro-Hungarians, and some semi-decent progress is made. Bold attacks can be launched as the Serbs lack supporting artillery and are locally outnumbered.

Another notable event is the arrival of the German cruisers in Constantinople, which is clearly telegraphed as Quest Completed.

AI turn: The naval distraction seems to work, the bombarding fleet turns their guns away from Belgium, trying to go after the German surface ships. Only few escort vessels accompany them, and everything is steaming straight towards the German submarines… :twisted: On land, fierce combat in Belgium, a whole German unit surrenders en masse, but a rushed French attack that is trying to carry the momentum is crushed by supporting German artillery.

Virtually no action in Serbia, although the bad weather allows a GA unit to ambush a Russian cavalry and weaken it enough so that even the GA should be able to finish it off.

In the East, the Russians and Germans both keep suffering losses, but after a turn of reinforcing the German units, it seems the Russians are now depleting themselves and becoming vulnerable to counterattacks.


Turn 5
Oh dear. Snow, which comes as an unwelcome surprise as many units are defending river banks in order to check enemy advances, but that protection is now partly gone, as is the spotting that is now crucial to get the best out of the ranged units. Still, Antwerp falls, another Quest Completed. And the British fleet gets mauled by the waiting subs after they get separated from their escorts. Not bad.

The only action of note on the Western front is a valiant French unit that manages to tie up a few large German units before finally succumbing, but the delay is enough to prevent the Germans from pushing further south.

Serbia: depleted GA units are strengthened and supplied to be ready to continue the offensive at a later (gun)point.

The Germans finally retake Konigsberg, and fresh units are brought in to keep pushing the Russians back and prevent them from breaking off the fight to try and reinforce.

AI turn: The Russians attack GA and cause heavy losses, however further up north they can’t match the Germans and are rapidly losing strength.


Turn 6
Mud & rain, yummy. The Ottomans draw first blood, and reports of ANZAC units in Egypt are coming in. Im Westen nichts Neues, and neither anywhere else for that matter.

AI turn: Heavy artillery prep on the Western front, but the attacking Entente units are unable to make progress in the face of the supporting German guns. Finally British navy escorts reach beleaguered capital ships and start attacking those German subs.

The cautious advance by the refreshed GA gets a beating by Russians and Serbs. Back to the drawing board I guess.

Germans get unlucky results against the Russians, but hold the line. Russians also start attacking Ottoman units this round.


Turn 7
And now for something completely different: rain & mud. The Western Front is yet again completely stalled, reinforcing/reloading only. Cannot allow those guns ever to run dry.

Serbia: GA pushes south, seemingly motivated by the threat of being sent monocled Prussian officers to instill proper fighting discipline. Now they find themselves halfway Skopje, and further northeast they even manage to check and stabilize the Russian offensive.

Ottomans battle Russians, but results remain inconclusive…

AI turn: …until the Russians nearly overrun the Ottomans. Well, at least there is a lot of room to retrea.. I mean, conduct a fighting withdrawal. I'll ask the GA for tips.

In Belgium, the poor weather conditions causes all Entente attacks to be crushed by artillery, consuming all the recently restocked ammo.The Brits make the fatal mistake of sending Capital ships south to the naval battle that is still raging near Antwerp, and enroute they are intercepted by waiting subs. :mrgreen:

The GA is up to their old tricks again and stumbles as the Serbs pull another unit out of their hat, causing panic. :roll: OK, Prussians it is, you've had your chance.


Turn 8
Cloudy, muddy. Again, mostly rearming/reinforcing. British fleet (again) takes a beating from subs.

AI turn: The British finally relieve their naval elements, and they even send in subs as their capital ships withdraw and resume bombarding Belgium. Stunned by the 100+ km/mi range of the barrage, a local Entente attack nearly breaches the German line.

In Serbia, the GA manages to survive small counterattacks by Serbs and Russians, who probably only just used harsh language.


Turn 9
Muddy, cloudy. The German navy, having nearly finished the small British fleet, chases them with subs but the rest of the ships withdraw back to Germany, its main mission completed (and in no way afraid of another wave of reinforcements out of Scapa Flow that is expected any day now)

In Belgium, a repositioning operation takes place, to better cover the weak spots and rotate a unit that is otherwise unable to be reinforced. The coastal hangar is nearly demolished. Due to ammunition shortages the Entente artillery can’t disrupt local German attacks, so their losses mount although everybody remains in place.

The Russians are trying to relieve Serbia and show up outside Belgrade, where they are driven back. Skopje falls, and the GA even manages to weaken the Russians who have outstretched their supply lines and are running out of ammo. GA now threaten the road to Warsaw while holding on to Lublin where the Russians can’t seem to cross the river due to GA still controlling the other banks. Meanwhile, the pressure from the Germans on the Russians means that Warsaw is now slowly enveloped in a pincer move. In hindsight, it all sounds like some master plan coming together, but with the GA there is no planning, only failing. Although they make great AI bait.

AI turn: The weakened British fleet resumes shelling of Belgium, but their efforts to regain control of the seas falter and their scattered fleet suffers needless losses.

In the east, grim attacks by Russians achieve nothing, some units even advancing without ammo.

Suspicious movements along the borders of Iraq are seen and Ottoman forces skirmish with British.


Turn 10
Snow. All units blindly attacked nearest enemy. THE END.

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Thu Oct 02, 2014 12:44 pm

T1: For one, I've never had a turn 1 rain before (after 5+ times of playing it). Also, I like the idea of zeppelins for umbrellas - going to go buy one tomorrow! Also, the oil well isn't important - in 1914 most things ran on coal anyway

T2: GA is useless. Just like real life! (Though I do know how to take Belgrade on turn 1.)

T3: Never thought of using the navy before actually!

T4: Was your whole 6 months of command plagued by bad weather?!

T5: Don't lose Konigsberg in the first place! (How? Reinforce the strongpoint whenever damaged, buy an MG at the end of T1)

T6: Ottoman first blood? I think that either the Germans or Belgians drew the first! in August '14!

T7: No retreats! Or withdrawals for that matter. I promise you that the ground can be held!

T8: Did the Russians come through Romania by any chance? I will be fixing this

T9: That fleet's mission is by no means finished! In the next beta there will be a quest issued around T7-8 that orders you to break the blockade (did you notice the blockade line near Scapa Flow). Also that Russian offensive reminds me of a real Russian attack where half the army had no supplies (I think it was the July '17 attack)

T10: Any deaths?

By the way, these are very different to my tactics (which is useful as I can place enemies so that it is still difficult for you to win).When I play, I usually have Belgrade by Turn 1, Brussels by 2 and Warsaw by 6 or 7. Leave Lemberg and the oil to their deaths while protecting the High Seas Fleet. (I also use a cheat to get Goeben and Breslau to Constantinople in T1 - I forget about their existance otherwise and it has no effect on the time of Ottoman entry to the war)

In the next version there will be 20 turns, and a bunch of new quests will be added, including defeating Serbia by Mar 1915 (T11-12) to get Italy into the CP. Getting 1/2 way to Skopje will not get you a friendly Italy. Also, I plan to add Montenegro and eradicate the Russian plans of sneaking through Romania (how the hell does it even know how to avoid Austrian territory anyway?!, especially how it knows to violate Romanian neutrality). As well as this, I think that armoured cars will become available sometime during the 2nd ten turns - a whole new method of warfare (at least in the east. It is nearly impossible to break the western citadel that quickly) So I hope you've been reading up on Blitzkrieg tactics (oh wait, those were invented in 1937)

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

Vulcan54
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by Vulcan54 » Thu Oct 02, 2014 2:17 pm

If you're still looking for testers, I could spare a few hours to give it a go, but probably not until early next week if that's OK?

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Thu Oct 02, 2014 10:44 pm

windtalker wrote:If you're still looking for testers, I could spare a few hours to give it a go, but probably not until early next week if that's OK?
next week is fine :D

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

ThvN
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by ThvN » Thu Oct 02, 2014 11:20 pm

I had made a nice reply, but there are problems with staying logged in, so it was lost. Attempt no. 2:
BiteNibbleChomp wrote:T1: For one, I've never had a turn 1 rain before (after 5+ times of playing it). Also, I like the idea of zeppelins for umbrellas - going to go buy one tomorrow! Also, the oil well isn't important - in 1914 most things ran on coal anyway
I spied a 10% rain chance through the editor, so it shouldn't be that rare? I forced me to be really careful, as spotting is range 1 only during bad weather.
T3: Never thought of using the navy before actually!
It was desperate, but fun. I wanted to keep the 'Dover Patrol' from using their Luxembourg-ranged guns to supress all my expensive troops. I was expecting some kind of trap when I left the Skagerrak, so if you feel evil, there's an idea perhaps?
T4: Was your whole 6 months of command plagued by bad weather?!
Turn 2 and 3 were OK, and it did get better in some later turns, but then cloudy weather made the mud stay, so it didn't help at that time. I thought it was kind of appropiate, all the mud. The bad weather did make supplying the units problematic, though, which cost me a lot of time.
T5: Don't lose Konigsberg in the first place! (How? Reinforce the strongpoint whenever damaged, buy an MG at the end of T1)
Yes, I know, silly. I only bought fresh units in turn 5 or so, because I wanted to see how far I would get with the starting forces and I didn't know how prestige levels would be. But it did make the Eastern Front a lot more exciting!
T6: Ottoman first blood? I think that either the Germans or Belgians drew the first! in August '14!
Oops, wrong phrase... I meant their first combat was in turn 6, when I attacked with them instead of waiting for the Russians to get them.
T8: Did the Russians come through Romania by any chance? I will be fixing this
I think so, yes. At least two units probably used the road to Bucharest, one cavalry then moved east and an infantry got there later and followed the road through the mountains to arrive east of Belgrade, after it was taken. Belgrade is a victory hex so the AI will prioritize it, and it probably calculated it could be reached relatively quickly because of the road?
T9: That fleet's mission is by no means finished! In the next beta there will be a quest issued around T7-8 that orders you to break the blockade (did you notice the blockade line near Scapa Flow). Also that Russian offensive reminds me of a real Russian attack where half the army had no supplies (I think it was the July '17 attack)
I couldn't see the blockade, as I was trying to stay away from Scapa Flow. Funny how you mention my comments reminded you of such a situation, while I was playing I had the same thoughts. Also the artillery 'duel' in Belgium in turn 6 couldn't have been more eerily similar to the actual 1916 shoot-outs. So together with the mud it had excellent atmosphere. BTW, I searched a bit on the internet, and I think the Russian supply situation was at its worst late 1916/early 1917, around the time Romania fell.

By the way, these are very different to my tactics (which is useful as I can place enemies so that it is still difficult for you to win).When I play, I usually have Belgrade by Turn 1, Brussels by 2 and Warsaw by 6 or 7. Leave Lemberg and the oil to their deaths while protecting the High Seas Fleet. (I also use a cheat to get Goeben and Breslau to Constantinople in T1 - I forget about their existance otherwise and it has no effect on the time of Ottoman entry to the war)
Well, I'm glad I could find some time to help out. It can save a lot of time to have others help test/review things, especially if you have spent so much time on it that it can become difficult to see the forest for the trees.

Vulcan54
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by Vulcan54 » Fri Oct 03, 2014 5:58 am

Can you let me have the link for the large map, please? I might have an hour to make a start today. Thanks :)

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Fri Oct 03, 2014 6:31 am

windtalker wrote:Can you let me have the link for the large map, please? I might have an hour to make a start today. Thanks :)
The last post on page 22 (this thread) has it. :D

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by Vulcan54 » Fri Oct 03, 2014 12:24 pm

I have played the first scenario on Lieutenant level, and made some detailed turn-by-turn notes. I'm not sure if this is what you want, but I'll post them anyway. You can let me know if want me to do this for future scenarios. If it's any help, I'm more than happy to do it.

Scenario 1 – The Schlieffen Plan

NOTE: In paragraph 2 of the briefing, it says “…the defences have been outdated.” Better English would be “the defences ARE outdated.”

Turn 1 – Easily defeated the Belgian forces guarding the northern river crossing, and destroyed two of the strongpoints with minimal losses, but was unwilling to commit troops to assault the remaining strongpoints due to predicted very heavy casualties.
Turn 2 – Coordinated attacks across the river, preceded by heavy artillery bombardment, resulted in heavy casualties for the troops defending Liege, and some damage to the remaining strongpoints, but the Belgian artillery inflicted some heavy casualties to the forward German artillery units.
Turn 3 – The troops defending the city were finally overwhelmed, and German troops began to make their way around the city as well as attacking the fortifications, but with some heavy losses.
Turn 4 – The weakened unit which had made its way across the river to the north of the city was destroyed by a combination of artillery and troop reinforcements from the west. The Belgian artillery was significantly weakened by German counter-artillery fire, and one of the fortifications was destroyed.
Turn 5 – German troops finally managed to break out of Liege, wiping out the remaining fortifications, artillery and Belgian troops near the city.
Turn 6 – Zeppelin reconnaissance detected the presence of heavy fortifications around Namur. Cavalry units scouting ahead encountered barbed wire. German artillery was moved up closer to the front to begin bombarding the city in the next turn.
Turn 7 – A small force was sent towards Leuven, while the main force began its assault on Namur, artillery being used to soften up the defences before the infantry attacked.
Turn 8 – Namur was attacked in force, the north-eastern fortifications being heavily damaged, and a French unit was wiped out while another was severely mauled, but at the cost of one German unit surrendering after heavy casualties, and another destroyed.
Turn 9 – Leuven was taken and its defending artillery unit destroyed, but at the cost of a cavalry unit. The fort in Namur was heavily damaged, and two further strongpoints were destroyed.
Turn 10 – Namur taken, defending infantry units wiped out. Leuven reinforced and the defenders severely weakened.
Turn 11 – Charleroi taken, and the assault on Brussels began.
Turn 12 – All Belgian forces in the south were destroyed, with the exception of on strongpoint at Namur. The southern half of Brussels was captured, and the artillery battery in the northern half of the city all but annihilated. German forces began moving north towards Antwerp.
Turn 13 – The rest of Brussels was captured, and artillery began shelling the strongpoints around Antwerp while German troops continued moving north.
Turn 14 – For the loss of a cavalry unit, two of the strongpoints at Antwerp were destroyed.
Turn 15 – The shelling of Antwerp continued, supported by infantry attacks.
Turn 16 – The southern part of Antwerp was taken, and the fort in the eastern sector all but destroyed.
Turn 17 – Antwerp captured – a decisive victory!

At this level, the scenario was fairly well balanced. Victory came at the cost of several units destroyed, and the initial turns saw the Germans bogged down trying to take Liege. After the fall of Liege, the Germans were able to make faster progress, although the fortifications around Namur proved a difficult nut to crack.

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Fri Oct 03, 2014 12:51 pm

windtalker wrote:I have played the first scenario on Lieutenant level, and made some detailed turn-by-turn notes. I'm not sure if this is what you want, but I'll post them anyway. You can let me know if want me to do this for future scenarios. If it's any help, I'm more than happy to do it.

Scenario 1 – The Schlieffen Plan

NOTE: In paragraph 2 of the briefing, it says “…the defences have been outdated.” Better English would be “the defences ARE outdated.”

Turn 1 – ...
OK. I see that you have found the main campaign. This isn't actually the thing needing beta testing - its main release was 6 months ago and has now had 4 patches.

However, I am actually doing the beta for a large European-scale map (if you've played Battlefield Europe, its like that but WWI), which would have come along with the WWI v2.0 folder as WWIgrandbeta.pzscn and .pzloc. These are copied into the My Documents/My Games/Panzer Corps/Scenario folder and then launched (when the mod is loaded) via New Game-Scenario-Custom...

Your AAR of Schlieffen Plan is good (I don't think I've beaten 19 turns for DV - good job!), and I'm more than happy for you to continue this. I do suggest that you create a thread in the AAR forum and post them there instead, being sure to mark them as WWI mod AARs to reduce some peoples confusion (and to reduce lag times on this thread).

About the briefing, I wasn't actually the one to write that. The guy that did disappeared 3 months ago and any briefing-making program that I have (Excel and Notepad for Win xp) always screws the briefs up (by putting "s everywhere for no apparent purpose, even when I copy other .pzbrf formatting). As a result, I have to get someone else to make the briefing files for me and I don't want to bother them too much everytime I (or anyone else) notice an error.

Furthermore, If you haven't noticed already, I am making another mod about the Mongol wars (13th century) that will be ready for early testing soon, if you want to get involved in that one as well.

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by Vulcan54 » Fri Oct 03, 2014 1:05 pm

OK, sorry for that. :oops: I have sorted out the large-scale map now, and I'll have a go at it later or early next week. I will also try to continue my AARs in a separate thread. And yes, I would be very interested in testing your Mongol wars mod when it's ready.

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Sat Oct 04, 2014 3:46 am

windtalker wrote:OK, sorry for that. :oops: I have sorted out the large-scale map now, and I'll have a go at it later or early next week. I will also try to continue my AARs in a separate thread. And yes, I would be very interested in testing your Mongol wars mod when it's ready.
Don't be sorry! I don't get enough of them actually! Anyway, hope you enjoy the large map!

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by KawaiiThai » Tue Oct 07, 2014 6:04 am

hi bite
could I help beta testing I can start next week because I am getting my new laptop then.
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If any of you speak thai please talk to me so we can have a conversation in thai.
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BiteNibbleChomp
Lieutenant-General - Do 217E
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Tue Oct 07, 2014 7:22 am

KawaiiThai wrote:hi bite
could I help beta testing I can start next week because I am getting my new laptop then.
sure

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

HalopepZ
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by HalopepZ » Wed Oct 08, 2014 6:33 am

Is there any restriction; such as number or posts, time of being on slitheryne or is it ok.
because I would really like to give them a go, and I may as well try out the beta if it helps you.
Hi, I'm HalopepZ.
You can call me PepZ, Halopep, or HalopepZ.

BiteNibbleChomp
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Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Wed Oct 08, 2014 8:20 am

HalopepZ wrote:Is there any restriction; such as number or posts, time of being on slitheryne or is it ok.
because I would really like to give them a go, and I may as well try out the beta if it helps you.
Oh yeah 200000 posts. :twisted:

Nah, go for it :wink: - I don't get enough people anyway

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

BiteNibbleChomp
Lieutenant-General - Do 217E
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Posts: 3227
Joined: Mon Jul 01, 2013 6:35 am

Re: WWI Mod v1.4 (17 Aug) *CALLING BETA TESTERS for large ma

Post by BiteNibbleChomp » Sun Oct 19, 2014 10:03 am

I nearly have the beta version up to 25 turns! (Was going to be 20 but I have a bunch of triggers that end on ~22 so I extended it a bit further!)

Some new stuff will be added including:

:arrow: Italy's entry to the war (it may join you if you do well in Serbia)
:arrow: Bulgaria and Romania's entry to the war (Bulgaria usually joins you, Romania less so)
:arrow: A more aggressive Royal Navy that gets substantial reinforcements a few months in.
:arrow: Portugal, Ireland, Montenegro and a bunch of other new countries
:arrow: The Soviet Revolutions (it should be possible to take Minsk/Riga/Kiev in <25 turns if you push hard enough)
:arrow: AI attacks such as 1st-4th Isonzo battles and the major 1915 operation in Mesopotamia.
:arrow: Establishment of Poland as a puppet state (if you liberate all of their territory then a bunch of Polish flags appear)
:arrow: A Czechoslovak revolution against Austria-Hungary. This is to teach people not to lose major morale points.

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

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