Locarnus Addon 2025-05, for Battlefield Europe, Afrika Korps and Grand Campaign East

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caesar67
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Re: Locarnus Addon 2024-12, for Grand Campaign East, Battlefield Europe and Afrika Korps

Post by caesar67 »

Locarnus wrote: Thu Dec 12, 2024 6:19 pm
caesar67 wrote: Wed Dec 11, 2024 11:58 pm
Prompted by your feedback, I meddled a bit with the UI files.

This zip archive contains 2 files, which should overwrite the 2 original files within the PanzerCorps\UI folder.
The modified main.htm increases the basic font size from 11 to 12 px and changes some formating to better show 2 lines for the unit name and unit type name for most units. Some unit names and unit type names are still too long (eg 15 sFH 13 Lorraine GW), but I'll have to deal with that in the equipment file (thus it can not change for an ongoing savegame).

The new rename.htm file increases the character limit for custom unit names (Shortcut: Alt + n) from 20 to 25.
That should still fit within the 2 lines, but only if the middle of the unit name is NOT one long word (then the first part would be in line 1, the long middle part in line 2 and the last part in line 3).

UI.zip
Hi Locarnus,
it doesn't work. There are no rename- or main-files in Panzercorps/UI to overwrite. What went wrong?
Locarnus
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Re: Locarnus Addon 2024-12, for Grand Campaign East, Battlefield Europe and Afrika Korps

Post by Locarnus »

caesar67 wrote: Mon Dec 16, 2024 7:48 pm Hi Locarnus,
it doesn't work. There are no rename- or main-files in Panzercorps/UI to overwrite. What went wrong?
There must be.
The files
"main.htm" and "rename.htm"
have to be within the "UI" folder of your "Panzer Corps" install folder.


I'll also release an in-between patch tomorrow, taking some your feedback into account (eg those UI changes as well).
But that patch will be a bit experimental and should NOT be installed during an ongoing scenario play (since some changes will only take effect after a scenario transition, while others will affect the game right away, potentially leading to a bit of a mess).
Not enough time to work on elite infantry units. Had to complete some towed AT and TD rebalancing stuff first, which I also started a long time ago. Essentially +1 ini but -1 hard attack for all of them. And the big german TDs can finally switch to AT mode again (even though they do not have camo trait then, but still the +3 ini modifier when attacked by enemy tank or recon).
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12, for Grand Campaign East, Battlefield Europe and Afrika Korps

Post by caesar67 »

Locarnus wrote: Mon Dec 16, 2024 8:53 pm
caesar67 wrote: Mon Dec 16, 2024 7:48 pm Hi Locarnus,
it doesn't work. There are no rename- or main-files in Panzercorps/UI to overwrite. What went wrong?
There must be.
The files
"main.htm" and "rename.htm"
have to be within the "UI" folder of your "Panzer Corps" install folder.
OK, it was my mistake. Did the override and started the BE-locarnus 1941-1945 again. Tried to rename one of the tanks, but only one line is showing. Hmm...
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Re: Locarnus Addon 2024-12, for Grand Campaign East, Battlefield Europe and Afrika Korps

Post by caesar67 »

Can you help me again? I have two questions:
What is the meaning of 'camo'? And what is the meaning of this triangle symbol in my StugIII antitank? I can switch from a tank symbol to this triangle symbol. When doing so, I can only move one hex.
Locarnus
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Re: Locarnus Addon 2024-12, for Grand Campaign East, Battlefield Europe and Afrika Korps

Post by Locarnus »

caesar67 wrote: Mon Dec 16, 2024 10:39 pm OK, it was my mistake. Did the override and started the BE-locarnus 1941-1945 again. Tried to rename one of the tanks, but only one line is showing. Hmm...
That UI change should work even for existing savegames, not even a scenario transition necessary.
The rename window did not change visually, I just increased the number of allowed characters from 20 to 25.
Just make sure that the unit name is structured so that there is no long word in the middle of it (then it would be stretched over 3 lines instead of 2).
So a unit name like "9. Pz AlbertKerscher a2d1" would be shown as:

9. Pz
AlbertKerscher
a2d1

with the "a2d1" 3rd line not being visible.

Naming the unit "9. Pz a2d1 AlbertKerscher" instead would be shown as

9. Pz a2d1
AlbertKerscher

Thus the whole name fits in 2 lines and everything is shown in the right side unit info panel.


Only the right side unit info panel had a visual change. Left is the old, unmodded UI, while the new one is on the right:
Image ... Image

The font size is increased from 11 to 12 px,
the unit name and unit type name are a bit rearranged (allowing the 2nd line of the unit type name to be less chopped off),
a space was inserted between the current and max numbers in the stat fields "8 /10" instead of "8/10",
and the "MaxFuel:" and "MaxAmmo:" were shortened to "max:".

This is the exact same download archive from the previous page, just wanted to also have it in the same post as the screenshots for the changes.
UI.zip
(5.26 KiB) Downloaded 17 times

caesar67 wrote: Mon Dec 16, 2024 10:58 pm Can you help me again? I have two questions:
What is the meaning of 'camo'? And what is the meaning of this triangle symbol in my StugIII antitank? I can switch from a tank symbol to this triangle symbol. When doing so, I can only move one hex.

The white icons left of the strength plate indicate that the unit can switch between different classes and show in which class the unit is at the moment (for aircraft it is a white circle instead of a rectangle).
They are inspired by NATO symbols, though some a modified for better readability.
Image Infantry
Image Tank
Image Recon
Image Anti-tank (tac bomber for aircraft)
Image Arty (strat bomber for aircraft)
Image Anti-aircraft
Switchable fighter aircraft have an aiming cross "+" in a circle.


The "camo" trait makes a unit invisible for the enemy, except if the enemy has a ground unit right next to it.
As far as I know, that camo trait was first introduced for submarines. McGuba (author of the "Battlefield: Europe" mod) then introduced it for towed anti-tank guns. I extended it further to many thin skinned axis tank destroyers and some low profile armored tank destroyers (eg StuG III, Jagdpanzer IV, but NOT BuFla, Elefant and Jagdpanther).

The grey Marder is in AT mode, and has the camo trait in AT mode. Thus it is invisible to the enemy KV and T-34, since neither of them are right next to the grey Marder. It is also invisible to all enemy aircraft, in every weather!
Image

Both AT switch and camo trait are not introduced consistently for all units so far. Eg allied units only have the camo trait for dedicated, towed AT guns.


The patch coming tomorrow will allow the Jagdpanther, Elefant and Jagdtiger to switch to AT mode/class (with the class specific boni/mali), but without giving those units the camo trait as well.
While the Nashorn will get the camo trait (it currently can switch to AT mode/class, but without camo trait).
The AT mode/class gives the unit a +3 initiative buff when attacked by enemy tank or recon class, but gives an enemy infantry a +2 attack buff when attacking or defending against an AT mode/class unit.


If you want to start a new BE game, I highly recommend to wait for that update tomorrow!
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12, for Grand Campaign East, Battlefield Europe and Afrika Korps

Post by Locarnus »

caesar67 wrote: Mon Dec 16, 2024 10:58 pm Can you help me again? I have two questions:
What is the meaning of 'camo'? And what is the meaning of this triangle symbol in my StugIII antitank? I can switch from a tank symbol to this triangle symbol. When doing so, I can only move one hex.
Forgot to mention, I limited the movement of the tank destroyers in AT/camo mode, to account for time necessary to prepare such fire positions (AT class giving +3 ini bonus when attacked by tanks and recon classes) and concealment (camo trait).


Some further changes to BE main scenario prompted by feedback from caesar67, in addition to the things mentioned in the previous post right above this one.



2024-12a Complete "Locarnus Addon" Download: https://bit.ly/49FoS8N

The bugfixed version of Panzer Corps 1.32 is required, see install instructions in "Locarnus Addon" forum thread

UI changes, thanks to caesar67 for the request!
- Basic font size increased from 11 to 12 pixels (hex info & right side unit info panel)
- Right side unit info panel can better display longer unit names and unit type names
- Custom unit names (Alt + n) can now be 27 characters long, instead of 20

Battlefield Europe, Afrika Korps, GC & original PzC campaign compatibility
- GC only german bonus SE cavalry can attack in recon mode, but rof reduced to 7
- BE 300 extra prestige for the Axis as emergency 1941 winter relief program
- BE Axis additional towed sIG arty unit available from the start, near Lvo
- BE Axis additional towed 7.5cm arty unit available from the start, in Paris
- BE Soviet additional towed 7.5cm arty unit around Moscow
- BE one AA unit in France changed from 2cm to 3.7cm
- BE Leningrad big arty starts out passive instead of "fire", but 1 higher strength
- BE Leningrad mortar "fire" mode, higher strength, but also reduces with siege
- BE more starting experience for some expensive scripted units (eg Tigers)
- BE Mannheim (city) fixed, removed the "+" before and after name
- BE Kübelwagen cross all classes ground unit price increased from 100 to 120
- BE german SU-85 & SU-100 can now switch to camo AT mode

Unit Changes:
- Turretless TDs and towed AT guns have higher initiative, but lower hard attack
- Nashorn AT mode has camo, BuFla movement reduced for no camo AT mode
- Big turretless TDs (eg Elephant) have no camo AT mode
- Jagdsturmtiger much more expensive
- Panzer III M reduced hard attack by 1
- Jagdpanzer IV/48 available a month earlier
- German T-34 and SU (GC only) lineup price reduced
- Late Ju 87 defense values and G-2 availability adjusted
- Lorraine GW (with 15cm sFH 13) renamed and added unit picture
- 7.62cm FK36(r) and 7.62cm Pak36(r) added unit picture
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by caesar67 »

That sounds good! I will try after Christmas. I want to play my current game some turns more. Now I am in summer 1943. Cool camouflage tanks available for the Tigers. That looks very well.
Good balanced game so far. And the longer font size is the best improvement. Now I will hope for the SE units right from the start. That would give it a more historical taste, the SS-divisions 1,2,3 and 5 made a difference in Germany forces.
You make a very good job!!
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by goose_2 »

Locarnus,

I applied the update. I thought I would go back to change reoguru to a Bison, but I forgot I used him in aa role on the last day. So I will bring him as an aa and make sure to change him for Stalingrad.

Based on this I am using the save game I made before the latest update, but I am sure there is not any changes that will not already be applied based on latest update.

See you on Friday for discussion further about tank upgrades. I have some time to develop units currently being used in their roles before I have to make a decision. To me it makes sense to use artillery that have been bolstered in the experience category for them to be ready to kick butt as a big dog tank.
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

caesar67 wrote: Tue Dec 17, 2024 11:59 pm That sounds good! I will try after Christmas. I want to play my current game some turns more. Now I am in summer 1943. Cool camouflage tanks available for the Tigers. That looks very well.
Good balanced game so far. And the longer font size is the best improvement. Now I will hope for the SE units right from the start. That would give it a more historical taste, the SS-divisions 1,2,3 and 5 made a difference in Germany forces.
You make a very good job!!
Thank you, glad to hear!
I also came to appreciate tougher games, where some things are not going as planned, adds a whole layer of tension.
Can't promise anything for next update, not sure how much time for modding I'll have until then.


goose_2 wrote: Wed Dec 18, 2024 3:03 pm Locarnus,

I applied the update. I thought I would go back to change reoguru to a Bison, but I forgot I used him in aa role on the last day. So I will bring him as an aa and make sure to change him for Stalingrad.

Based on this I am using the save game I made before the latest update, but I am sure there is not any changes that will not already be applied based on latest update.

See you on Friday for discussion further about tank upgrades. I have some time to develop units currently being used in their roles before I have to make a decision. To me it makes sense to use artillery that have been bolstered in the experience category for them to be ready to kick butt as a big dog tank.
Unfortunately I won't be able to make it on Friday (or Saturday). Thursday (tomorrow) would be possible?
Otherwise I would just watch the video before Sunday and be able to chat then.

Agreed, arty class is the training and kill/experience farming ground for your forces.
Tiger P/Elefant unit will be a cornerstone for battles throughout 1943 and early 1944, despite being limited to 8 strength.
So having it start out with high experience can be a force multiplier.
Even if it feels a bit strange, double FM difficulty requires those considerations for game engine oddities like arty experience gain.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by goose_2 »

Locarnus wrote: Wed Dec 18, 2024 3:42 pm
Unfortunately I won't be able to make it on Friday (or Saturday). Thursday (tomorrow) would be possible?
Otherwise I would just watch the video before Sunday and be able to chat then.

Agreed, arty class is the training and kill/experience farming ground for your forces.
Tiger P/Elefant unit will be a cornerstone for battles throughout 1943 and early 1944, despite being limited to 8 strength.
So having it start out with high experience can be a force multiplier.
Even if it feels a bit strange, double FM difficulty requires those considerations for game engine oddities like arty experience gain.
[/quote]

Bummer...I am working in office Thursday. See you Sunday. I think I will just try out doing Depot on Friday then. I am not ready at all for broadcast, but hoping I can set something up quickly so we can discuss on Sunday.

Blessings
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by caesar67 »

Hi Locarnus!
There is a bug in 2024-12 in turn 58. Don't know If I can upload a picture this time. There are twelve units showing in african desert. Three Ju52, three vessels and six trains. But clicking on it, something with Volkssturm is showing!?

Picture is to big. Perhaps I can eMail you If necessary.
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

caesar67 wrote: Wed Dec 18, 2024 9:54 pm Hi Locarnus!
There is a bug in 2024-12 in turn 58. Don't know If I can upload a picture this time. There are twelve units showing in african desert. Three Ju52, three vessels and six trains. But clicking on it, something with Volkssturm is showing!?

Picture is to big. Perhaps I can eMail you If necessary.
Those are the strategic transports you can purchase by "trading in strategic bombers". Landing eg a newly purchased strat bomber at Leipzig airfield to exchange it for 2 more strategic train transport capacity. Or Kopenhagen airfield for one strategic sea transport or Munich for one strategic air transport.

The 12 units are there from the start. There should have been a message about that in the first few turns for the sea and air transports, and another message after the first winter for the trains.

The Panzer Corps game engine itself does not allow the purchase of strategic transports. So this is a workaround to "unlock" some for about 540 prestige (the price of a strategic bomber - the cheap Hs 126 and Fw 189 can not be used for that)
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by goose_2 »

Merry Christmas!

I finished Depot this morning and will be sending you the save game soon.

There is a problem.

You said that my aa reoguru would be able to in house upgrade to the Bison or to the Flak Panzer, but it cannot do either.

It will be full cost to do one or the other and will lose any os that is on him.

I do not like that, please let me know if this will be corrected?

Hope you are set up for greatness tomorrow, I know I am excited for the fun, and will be leaving for worship soon. ;)
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

goose_2 wrote: Tue Dec 24, 2024 9:43 pm Merry Christmas!

I finished Depot this morning and will be sending you the save game soon.

There is a problem.

You said that my aa reoguru would be able to in house upgrade to the Bison or to the Flak Panzer, but it cannot do either.

It will be full cost to do one or the other and will lose any os that is on him.

I do not like that, please let me know if this will be corrected?

Hope you are set up for greatness tomorrow, I know I am excited for the fun, and will be leaving for worship soon. ;)
Merry Christmas!
Locarnus wrote: Tue Dec 10, 2024 6:27 pm SdKfz 10/4+ in AA mode upgraded to Flakpanzer I
Flakpanzer I in tank mode upgraded to Bison I
The SdKfz 10/4 is in tank mode, which usually has chassis based upgrade families.
While arty and AA mode usually have armament based upgrade families (SdKfz 10/4 has 2cm Flak, same as Flakpanzer I).

Same for Makorin, who is also in tank mode.
He could be upgraded to the towed 7.62 Pak36(r) /UE, if he was in AT mode.

I'm thinking about going through the GC scenarios and providing upgrade cities (like there are in Battlefield Europe).
So that you can mostly switch and upgrade in the first turn instead of having to wait until the next deployment phase.



Some great new heroes, and unfortunately another movement hero, this time for the Nebelwerfer.
Very positively surprised that "my" unit gets the second, second hero, despite being one of the last ground units to get a first hero :D . And another a2 hero at that!

With the SU-122, the core is now complete, except for the bonus SE units that join later on.
Imho "Tiger P" needs a movement hero, to augment the 4 base movement of the Tiger P and Elefant later on.
Since that unit will stay at 8 strength until the end, it might have some trouble gaining experience, so perhaps a unit that already has experience would be good.

Still not sure about the Tiger (from 43e1 onwards) and Panther (43e4) plans.
Panther has 6 movement, normal Tiger has 5 movement, so both would benefit from both attack and defense heroes.
But if the normal Tiger is later on converted to Sturmtiger or the Jagdsturmtiger project (both have 4 movement and already massive attack and defense values), then attack and defense heros are rather wasted on it, while movement hero would be much more valuable.



GC 1942.9 start unit roster recommendations
10122 prestige, after elite replacements to 10 strength for all understrength units, and selling both captured Shermans!

red marker for a) no heroes, b) <300 kills, c) <300 experience
blue marker for a) r1 or a3 or 2nd heroes, b) >=600 kills, c) >= 400 experience

UnitType .................. transport ... Hero ... SubscriberName ... KillCounter ... Experience with elite replacements


45 Ground units

8 non-hero bonus SE units
(eg 6 inf, 1 towed AT, 1 tank destroyer)
BridgeEngineer ..... NAG500 ..... a3 ... Brodrick .............. 833 ... 274
Cavalry .............................. d1 ... PatrickLee ........... 588 ... 272
ItalianInf 42 ......... Pack ......... i1 ... Dimitri ............... 365 ... 265
HungarianInf......................... ?? ... PaulWilde............. 149 ... 171 ... ===> 42 version
Semovente 47/32 ................. m1 ... Makorin .............. 752 ... 339
plus 3 non-hero bonus SE units for the later grand campaign years

6 Infantry
Pioniere ............... L3000 ..... m1 ... Soljaism ............. 417 ... 214
Grenadiere ........... Sd250/1 ... d2 ... RichardMartin ....... 503 ... 263
Jäger 42 ............................. d2 ... Artemis .............. 385 ... 240
Fallschirmjäger 42 .................. i1 ... Pullig ................. 597 ... 250
Kradschützen 42 .................... a1 ... PeteMitchell ......... 427 ... 242
Bersaglieri ........................... a2 ... Kostia ................ 309 ... 197

1 Towed AT (plus any bonus SE towed AT guns)
7.5 Pak 40 /Sd 11 ................. m1 ... Gigiduru ............. 408 ... 303

2 Recon
SdKfz 222++ ........................ d2 ... Goose ................. 489 ... 283
SdKfz 232+ ....................... s1s1 ... DanielS ................ 527 ... 325 ... ===> SdKfz 233 ?

9 Tanks
Marder II /131 ...................... i1 ... Blast .................. 454 ... 273
Marder III .......................... m1 ... PanzerVorwärts ...... 485 ... 265
Panzer III L ......................... a2 ... NightPhoenix ......... 507 ... 326 ... ===> Panzer III N or M? (M in 42e10)
StuG III F ........................... m1 ... DoktorG .............. 604 ... 323 ... ===> StuG III F/8 in 42e10
Panzer IV G .......................... s1 ... Rimski ................ 486 ... 215
Panzer IV G .......................... s1 ... Soren ................. 550 ... 227
Matilda II(e) ........................ a3 ... Singer ................. 464 ... 241
T-34/41(r) r9 ....................... a3 ... 7Bowls ................ 400 ... 222
KV-1B(r) ............................. d2 ... Paramecium .......... 485 ... 222 ... ===> KV-1C(r)

7 Mobile Arty
15 sFH 13 Lorraine r8 ............ m1 ... Gooseboy ............. 420 ... 310
Bison II (SturmPz II) r7 ............ d1 ... Festival ............... 482 ... 355
StuG III E r11 ....................... r1 ... RayCaster ............. 451 ... 384 ... ===> StuG III E+ in 42e10
10.5 leFH auf B2(f) ............... m1 ... Pierre .................. 391 ... 324
Semovente 75/18 r11 ............. d2 ... RightSide ............. 369 ... 337
Wurfrahmen 40 r8 .................. r1 ... Dneos ................. 472 ... 407
SU-122(r) r7 ......................... ?? ... ??????????? ................ 2 .... 20

7 Towed Arty
10.5cm leG 41 ....... Ketten ..... d2 ... Temis .................. 368 ... 361
10.5cm Polish arty ... Blitz ....... a3 ... MichalGolaszewsk .... 611 ... 407
10.5cm leFH 18M .... Horse ..... m1 ... Raunosavolainen ..... 470 ... 405
10.5cm sK r9 ......... Horse ..... a1 ... ForestLaw ............. 500 ... 343
15cm sFH r8 .......... Sd7 ........ r1 ... Raduku ................ 296 ... 329
21cm Mrs r5 .......... Sd8 ....... m1 ... Kei ..................... 534 ... 329
21cm NblWf 42 ....... Horse .... m1 ... ElBaron ................ 304 ... 326

5 Anti-Air
8.8cm Flak 36 ........ Sd7 ....... m1 ... Jemhadar .............. 525 ... 267
Cannone 90/53 ...... TP40 ....... a2 ... Zyavoo ................. 355 ... 245
Flakpanzer I r12 ................. a2a2 ... Locarnus .............. 382 ... 306
SdKfz 10/4+ r12.................... m1 ... Reoguru ............... 283 ... 262
SdKfz 7/1 r13....................... a3 ... MalcolmRichardson ... 438 ... 309


15 Airforce

8 Single engine Fighters & Fighter Bomber
Bf 109 G-2 ........................... d3 ... vonThüringen ........ 369 ... 307 ... ===> Bf 109 G-4 in 42e10
Bf 109 F-4 ........................... d3 ... CouchOffiziell ......... 408 ... 311
Fw 190 A-4 ........................... ?? ... MafujKhan ............ 215 ... 239
Fw 190 A-3 ........................... ?? ... Alvarez ................ 163 ... 219
Re.2002 .............................. a3 ... Noxush ................ 279 ... 310
MC.202 ............................... ?? ... BlackVulture ........... 177 ... 261
+ 2x bonus SE hero fighters in 1945

2 Multi engine Fighter Bomber
Bf 110 F-2 ........................... d1 ... FighterAce ............ 483 ... 261
Ju 88 C-6 ............................ i1 ... Slender1870 ........... 417 ... 318 ... ===> Ju 88 C-6+

2 Dedicated Tac Bomber
Hs 129 B-2 r11 ...................... a3 ... AratoBela .............. 612 ... 330
Ju 87 D-3 ............................ a1 ... cmbbfan ............... 620 ... 316

1 Tac/Strat Bomber
Ju 88 A-4 ............................ ?? ... AI181 ................... 274 ... 396

2 dedicated Strat Bomber
Do 217 E-2 .......................... ?? ... Richard ................. 170 ... 405
He 111 H-6 .......................... ?? ... RMA901 ................ 221 ... 390


Late edit: Corrected categories and number of units in them
Last edited by Locarnus on Sat Dec 28, 2024 10:30 pm, edited 3 times in total.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by goose_2 »

Locarnus wrote: Thu Dec 26, 2024 5:52 pm

I'm thinking about going through the GC scenarios and providing upgrade cities (like there are in Battlefield Europe).
So that you can mostly switch and upgrade in the first turn instead of having to wait until the next deployment phase.



Some great new heroes, and unfortunately another movement hero, this time for the Nebelwerfer.
Very positively surprised that "my" unit gets the second, second hero, despite being one of the last ground units to get a first hero :D . And another a2 hero at that!

Doesn't the reg Tiger start out at 8 str? I know the Tiger P does, but I thought the reg Tiger does as well?

Please please please add upgrade citis in GC that would make switching so much easier, if it is an easy fix for you, then do it, but if it requires you going in every single scenario, that would be painful. If it is a button that allows upgrades on Major cities then g2g.

I kind of like Nebelwerfers at 2 movement, I know you are wanting him to go mobile at some point, but I like the Nebels, just the way they are.

You getting that 2nd hero has me so hopeful with your development and using you as a Bison seems to make more and more sense.

Although you have been great as a Flakpanzer.

See you Friday!
goose_2
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Locarnus
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

goose_2 wrote: Thu Dec 26, 2024 6:33 pm Doesn't the reg Tiger start out at 8 str? I know the Tiger P does, but I thought the reg Tiger does as well?

Please please please add upgrade citis in GC that would make switching so much easier, if it is an easy fix for you, then do it, but if it requires you going in every single scenario, that would be painful. If it is a button that allows upgrades on Major cities then g2g.
Yep, for both Tiger lines, the first unit has 8 strength and reduced ammo, fuel and rate of fire (9 instead of the normal 10).
But with GC 43e having so few scenarios in the first half of 1943, the 10 strength version of the regular Tiger is available only 3 scenarios (43e4) after the first regular Tiger (which is available in 43e1).
So besides the overstrength, it is a very temporary restriction, in contrast to the Tiger P line which stays at 8 strength until the end.

I guess I would have to edit each scenario manually to convert some city hexes into upgrade locations.
Would be quite some tedious work, but the current limitation is really annoying as well.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Locarnus
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

goose_2 wrote: Thu Dec 26, 2024 6:33 pm Please please please add upgrade citis in GC that would make switching so much easier, if it is an easy fix for you, then do it, but if it requires you going in every single scenario, that would be painful. If it is a button that allows upgrades on Major cities then g2g.
[...]
You getting that 2nd hero has me so hopeful with your development and using you as a Bison seems to make more and more sense.

Although you have been great as a Flakpanzer.

See you Friday!
StormingStalingrad.zip
(21.18 KiB) Downloaded 15 times
You can extract and then copy the scenario file(s) in the attached archive into your Panzer Corps\DLC\GC42\Data
folder, overwriting the 2 files that are already there.

Then after transitioning from Buzinovka Depot to Storming Stalingrad, it should allow you to upgrade units in those two deployment city hexes marked with the black cross (like in BE).


With my two a2 heroes, I guess I'm pretty much set, even without becoming an arty for some time.
Reoguru is much more in need of such a boost now. And his movement hero probably has better potential there as well, since self propelled arty has paths towards slow big tanks and tank destroyers.

See you tomorrow for middle of Ilovlya.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by goose_2 »

Good Morning Locarnus,

Sorry about yesterday. I ended up taking my wife on a date and went and saw an early movie, did some shopping, and ate dinner. It was a good time, and saw you ended up talking to my boy. I read through your discussion with him.

I am thinking of the following: Matilda Singer will be the Regular Tiger in 43
Goose boy as the Elephant as he already has 3 stars and movement hero.
and then I have not decided on the Panther yet, as I do not need to decide yet as I have not finished training.

The stars I think will come for most units in the Stalingrad scenarios as everyone will be called on to fight. I have OS'd all my arty to the max, except for Kei as that would make no difference. I also have boosted Pz3L to 12 os, and the KV-1C. I am going all out for Storming as it is a real chance to rack up major kills.

We will discuss more on Sunday.
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Locarnus
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by Locarnus »

goose_2 wrote: Sat Dec 28, 2024 10:42 am I am thinking of the following: Matilda Singer will be the Regular Tiger in 43
Goose boy as the Elephant as he already has 3 stars and movement hero.
and then I have not decided on the Panther yet, as I do not need to decide yet as I have not finished training.
Sounds good,
and with the upgrade hexes, Reoguru can be converted to a self propelled arty.
SdKfz 10/4 in AA mode => Flakpanzer I, then
Flakpanzer I in tank mode => Bison I

I think I made a mistake in an earlier conversation, regarding Makorin.
The "7.62 Pak36(r) /RSO" is only available for bonus SE units from the middle Stalingrad scenario onwards, not the first one.
Same time the Marder I will be available for bonus SE units (Stalingrad Docks).
At Storming Stalingrad, only the much weaker "7.62 FK36(r) /UE" is available.



I have also glanced over the rest of the Grand Campaign East.
And I have to say that I find it rather immersion breaking how many KV-85 and IS-1 are on the maps, even in 1945!
As far as I know, there were just <150 KV-85 and <70 IS-1 produced, none of them after 1943.
I understand that the vast overrepresentation of armored units is just how Panzer Corps is in general and the official campaigns are in particular. But imho that discrepancy is a bit over the top.

I still don't want to meddle too much with the actual Grand Campaign scenarios themselves, after doing so for Afrika Korps already, but imho unit ID changes are fair game. Like I already did a while back for soviet aircraft.
So I rather get rid of all KV-85 and IS-1 appearances before suffering their drastic overrepresentation until the end of 1945.
Then the question becomes, what should I replace them (their unit ID) with? Imho there is no perfect fit for this rather sweeping "unit ID swap" approach, just a search for the "lesser evil".
The GC uses the KV-85 from roughly fall 1943 until Berlin 1945.
The IS-1 unit ID is deployed in the GC from late 1943 until Berlin 1945.
And the IS-2 unit ID from mid 1944 to Berlin 1945.


My idea is to go backwards. There were two main versions of the IS-2 preduced during the war. The first version was produced from late 1943 onwards and had a stepped front, which made it more vulnerable. That issue was corrected in the version available from late 1944.
So I propose,
Existing IS-2 unit ID becomes the IS-2 (1944).
Existing IS-1 unit ID becomes the IS-2 (1943).

So those IS-2 versions would show up in the GC a few months earlier than historically, which is not unusual for unmodded Panzer Corps, both for Axis and Allies.

This leaves the problem of the KV-85.
I was unable to find a fitting replacement for that timeframe without a whole lot more unit ID shuffling. However I did find a tank that was totally omitted from the grand campaign, despite roughly 2000 being deployed historically.
The M4A2 Sherman with 76mm gun, which coincidentally is not too far off from the KV-85 in terms of stats!
Unfortunately it only reached the frontlines in the second half of 1944.
But considering the underrepresentation of the normal M4A2 Sherman on the Soviet side (and the hundreds of thousands of lend lease support motor vehicles), it is imho still the best option.
So I propose,
Existing KV-85 unit ID becomes the M4A2(76).
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2024-12a, for Battlefield Europe, Afrika Korps and Grand Campaign East

Post by goose_2 »

I got too excited to try Stalingrad.

I tried Sunday evening after having way too much coffee at my sins Christmas Party and I just got butt smacked as soon as they see me. Those SMG's are really going to be a problem, but I think I have a solution that I will be trying again tomorrow.

I will let you know how it goes
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