Modern Conflicts 2.10 (RELEASED)

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HHT1
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Re: Modern Conflicts 2.10 (RELEASED)

Post by HHT1 »

Two souls live in my chest. Model maker and gamer. :roll:
I still "have" to finish a Panzer IIIL for Streitmacht. :mrgreen: But when the glue and the paint dry I can “insert” a little game. :D

Very good work Akkula. As always.
Best regards
Hans
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Re: Modern Conflicts 2.10 (RELEASED)

Post by outofspace1 »

another
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Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

HHT1 wrote: Sun Apr 27, 2025 10:50 am Two souls live in my chest. Model maker and gamer. :roll:
I still "have" to finish a Panzer IIIL for Streitmacht. :mrgreen: But when the glue and the paint dry I can “insert” a little game. :D

Very good work Akkula. As always.
Best regards
Hans
:D Indeed, sometimes, we cannot afford the "luxury" of playing the games we like.
Thanks for your words Hans, I hope you enjoy this update.
outofspace1 wrote: Sun Apr 27, 2025 5:00 pm another
Damn :?
Thanks for the report. Will fix.

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

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Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Wow, that's a weird one :shock:
I will check it ASAP.
Thanks for the report :D
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Hello guys,
I am already working on Update 2.15 8)
As part of the major naval overhaul, I am working on a few new icons to help to identify the units roles. At the moment, the mod has a lot of multipurpose units that might cause confusion on the battlefield.

This is a new icon to identify anti air capable units, ground or naval ones. The icon only shows up when the unit is that specific mode.
Image

Of course, I don't want to flood the game with new roles icons that may saturate the player. But I think a few are badly needed, the next one will be for transports and "transit" mode (deployable artillery, etc).

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

Akkula wrote: Tue Apr 29, 2025 9:49 pm Hello guys,
I am already working on Update 2.15 8)
As part of the major naval overhaul, I am working on a few new icons to help to identify the units roles. At the moment, the mod has a lot of multipurpose units that might cause confusion on the battlefield.

This is a new icon to identify anti air capable units, ground or naval ones. The icon only shows up when the unit is that specific mode.
Image

Of course, I don't want to flood the game with new roles icons that may saturate the player. But I think a few are badly needed, the next one will be for transports and "transit" mode (deployable artillery, etc).

Best regards,
Akkula.
https://dzen.ru/suite/05b1a3c5-4f9b-418 ... d16aa7f7d7
Oh this is great news that the mod started to develop and update faster ) As the North Korean Army after the expedition to Ukraine will be different and more modern and combat experience will also be useful if suddenly the South will not stop playing with matches at their borders ) I hope there will be new maps ) I liked the continuation of the single scenario on the Falklands Conflict in 1982 and about the Gulf War in 1991 )
https://iz.ru/1878119/elizaveta-gritcen ... oshch-kndr
https://novorosinform.org/volki-kim-che ... 52616.html
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Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

"So, some naval units will now have an AA mode... 10/10, best update ever. :D"
- a wanabe sailor :lol:
There are so many new features that you can add a 4th level to the tutorial campaign.



Some suggestions/ideas/feedback :

1- The amount of content to play in your mod is now huge. 4 big campaigns (15 to 22 scenarios each), 2 smaller, 4 grand scenarii (including the European one, that is particularly long), 8 regular scenarii... Moreover, the more passionate can play some add-on made by me, Tobi, and I've heard that some users are also on their way to release something sooner or later :mrgreen: ...
Any player now need hours to try everything, and there is a chance that said player may get bored to heard the same musics for days and days... Even if some are certainly playing while they listen their own musics :mrgreen:
I'd like to suggest to add more themes to the already existing "Europe", "Desert" and "Far East" ones. What about something for "Northern" scenarii, happening in Finland, Kola Peninsula, etc... or for "historic Iraqi campaigns" (after all, there are 2 grand scenarii about it + 2 regular ones now), etc...
Another option would be to extend the existing track from the current 20-25 minutes to 30-35 minutes. The loop will be longer.

Honestly, trying the chinese campaign with its new audio file was like fresh air; same with the custom audio track for Tobi's 80s Afghanistan campaign. So, send the beat, please 8)


2- I'm playing the chinese campaign, and I generally think that you can decrease the difficulty a little bit.
My first playthrought of a campaign are usually played on colonel (default difficulty, not sure of the name) to try the new content without worrying too much before having the real challenge in highest difficulties; but I'm already holding on to my cap in colonel :lol:

Other than that, I think that a script in mission 2 is broken.
- if the player destroy two depots ONE AFTER ANOTHER, ennemy units in most of the map will be depleted until destroyed. The scripts happen each turns ;
- if the player destroy both depots AT THE SAME TIME, ennemy units will just lost 4HP and their ammo, but will be back at full strenght the next turn and then act normally. The scripts happen just one turn.
I guess there is a problem somewhere.

Unrelated to the topic : 5th mission is epic. Classical push on the left, naval battle on the right, an air bridge on the center to help a trapped North Korean group that desperately hold a hill... Perfection :shock:


3- If naval combat is improved... could you think about a naval mini-campaign? :mrgreen:
I need to see what the change will be, but I already plan something about it myself :mrgreen:



Update 2.15 is just announced, and I already can't wait to see more :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Wed Apr 30, 2025 10:20 am I'd like to suggest to add more themes to the already existing "Europe", "Desert" and "Far East" ones. What about something for "Northern" scenarii, happening in Finland, Kola Peninsula, etc... or for "historic Iraqi campaigns" (after all, there are 2 grand scenarii about it + 2 regular ones now), etc...
Another option would be to extend the existing track from the current 20-25 minutes to 30-35 minutes. The loop will be longer.
Yup, at some point I would like to expand the music roster. Is not easy to find royalties-free music, but for sure something will come up. 8)
Is not on my priority list but I agree with you.
Imeror wrote: Wed Apr 30, 2025 10:20 am 2- I'm playing the chinese campaign, and I generally think that you can decrease the difficulty a little bit.
I think is difficulty is noticed during the first missions, afterwards, when the player has access to better equipment, the things got a little bit better.
Let me see what can I do.
Imeror wrote: Wed Apr 30, 2025 10:20 am Other than that, I think that a script in mission 2 is broken.
- if the player destroy two depots ONE AFTER ANOTHER, ennemy units in most of the map will be depleted until destroyed. The scripts happen each turns ;
- if the player destroy both depots AT THE SAME TIME, ennemy units will just lost 4HP and their ammo, but will be back at full strenght the next turn and then act normally. The scripts happen just one turn.
I guess there is a problem somewhere.
Interesting!. Never happened to me during my playtests. But I will definitely look into this and fix it.
Imeror wrote: Wed Apr 30, 2025 10:20 am Unrelated to the topic : 5th mission is epic. Classical push on the left, naval battle on the right, an air bridge on the center to help a trapped North Korean group that desperately hold a hill... Perfection :shock:
Thanks! :oops:
Imeror wrote: Wed Apr 30, 2025 10:20 am 3- If naval combat is improved... could you think about a naval mini-campaign? :mrgreen:
Many ideas in my head at the moment :lol:
But first I need to see how these changes and tests ends. I just started to test the AI behavior with some many multipurpose options of the ships.
Imeror wrote: Wed Apr 30, 2025 10:20 am I need to see what the change will be, but I already plan something about it myself :mrgreen:
These days I will focus on tests. If everything goes as intended, I will post the most relevant planned changes 8)

Stay tuned!

Best regards.
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
CaptainLaG
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Re: Modern Conflicts 2.10 (RELEASED)

Post by CaptainLaG »

Congrats for 2.10. These new scenarios are very promising, and allow us to focus more on minor nations or other battle that are not playable in the current campaings.

I hope we'll see in the future new Asian campaing from the western point of view, for instance something like Second Korean war (could be a short campaing) :)
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

CaptainLaG wrote: Thu May 01, 2025 7:05 am Congrats for 2.10. These new scenarios are very promising, and allow us to focus more on minor nations or other battle that are not playable in the current campaings.

I hope we'll see in the future new Asian campaing from the western point of view, for instance something like Second Korean war (could be a short campaing) :)
I agree with the above speaker but I'm wondering why the Vietnam army was not added )))) I think this courageous nation should be in our mods )) Since they managed to nab the French, Japanese, each other and American imperialists and even socialist brothers like China))))))
https://en.topwar.ru/186867-problemy-i- ... armii.html

Jews and Pakistanis are also needed as India will get its original enemy , and Arabs Jews )))) There were many skirmishes between them in the 20th century, nothing has changed in the 21st )))))
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Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

I can't answer for Akkula, but it requieres time to add new factions.
2.0 already bring China, India, both Koreas, Japan Taiwan and Australia. Most are major factions with plenty of units :mrgreen: Everything can't be done. :cry:
Even among the factions cited above, everything was not done entirely: India don't have its navy in the mod, for example.

But I agree that Vietnam would be a logical addition, especially with the territorial disputes in the South China Sea. Since the Chinese campaign is mostly about dealing with most issues around China (the Indian border, a potential Korean war, Taiwan), I was a little bit surprised to not have any scenario against Vietnam in it. Relations have calmed down a bit today, but in 2017-2019 (when MC campaign take place), it was pretty hot there. (if a moderator come here, please note I'm just stating about current and recent historical issues: nothing really political here).

But hey, why not Morocco and Algeria? Both are involved in a strong dispute over Western Sahara; and the former relies on the West for its security (especially the United States and Israel), while the latter maintains close ties with Russia. They are also ideal additions that can fit into MC's storyline very easily.
Unfortunately, he don't have infinite time to add everything, and the number of faction to potentially add is huge; choices have to be made :(

But I also keep my fingers crossed for Vietnam one day :lol:
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
bondjamesbond
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Re: Modern Conflicts 2.10 (RELEASED)

Post by bondjamesbond »

Imeror wrote: Thu May 01, 2025 10:47 am I can't answer for Akkula, but it requieres time to add new factions.
2.0 already bring China, India, both Koreas, Japan Taiwan and Australia. Most are major factions with plenty of units :mrgreen: Everything can't be done. :cry:
Even among the factions cited above, everything was not done entirely: India don't have its navy in the mod, for example.

But I agree that Vietnam would be a logical addition, especially with the territorial disputes in the South China Sea. Since the Chinese campaign is mostly about dealing with most issues around China (the Indian border, a potential Korean war, Taiwan), I was a little bit surprised to not have any scenario against Vietnam in it. Relations have calmed down a bit today, but in 2017-2019 (when MC campaign take place), it was pretty hot there. (if a moderator come here, please note I'm just stating about current and recent historical issues: nothing really political here).

But hey, why not Morocco and Algeria? Both are involved in a strong dispute over Western Sahara; and the former relies on the West for its security (especially the United States and Israel), while the latter maintains close ties with Russia. They are also ideal additions that can fit into MC's storyline very easily.
Unfortunately, he don't have infinite time to add everything, and the number of faction to potentially add is huge; choices have to be made :(

But I also keep my fingers crossed for Vietnam one day :lol:
Don't jinx bro we all love the smell of napalm in the morning too ))))) It was these small but freedom-loving people who proved that military superiority alone will not achieve democracy in the world )))Vietnam is a force to be reckoned with by all who will face them ))) And their army reminds me of the Soviet army )))) with an admixture of equipment that belongs in museums long ago, but it drives, shoots and even goes through some stages of modernisation))
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outofspace1
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Re: Modern Conflicts 2.10 (RELEASED)

Post by outofspace1 »

My God, I haven't finished the 2.10 mod yet, but I'm reading about the next one.
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

outofspace1 wrote: Fri May 02, 2025 10:11 am My God, I haven't finished the 2.10 mod yet, but I'm reading about the next one.
Hehe, don't worry. The next update will take a while to develop :mrgreen:

Regarding the naval overhaul.
I managed to finish working on the major changes. A brief summary:

* Overall adjustments to ALL naval units.
* Anti-Air Role added to several ships (units can attack air units).
* Surface ships:
Defense against surface attacks increased.
Defense against submarine attacks decreased.
* Submarines:
Defense against surface attacks increased.
Initiative increased.
* Naval Aircrafts: Fuel increased by 20%.

The target of these changes is to extend the naval combat in a normal game, the idea is to avoid deciding the naval combat in 3 or 4 turns.
As you can see, the submarines now are deadlier than before: they have the higher initiative values and the surface ships are more vulnerable to subs attacks. BUT they are still vulnerable to attacks from other submarines.
At the moment I am thinking of make some difference between diesel/electric and nuclear subs. Example: diesel/electric subs have good defense values against surface and submarine attacks but they have less movement points than nuclear ones. So stealth vs speed, which is quite realistic if you ask me. 8)
Also, I did adjust lots of stats for most of the surface ships classes. Example: several ships had land attacks values but in real life they are not armed with land attack missiles; now its fixed and no more unrealistic land attacks... unless they are in ASW mode, in that case they can use their cannons against the coast (not useful anyway).
Anti air role ships: yes, finally :P . Many ships (based on real life data) now have the option to switch to anti-air role. From the technical point of view, after extensive testing, I chose the Cruiser Class (12) to fulfill this role. With that class the AI had an acceptable behavior. So now the player and the AI can fend off the enemy air units with more dynamism than before.
Talking about naval air units, I decided to increase their fuel by 20% so they can cover the large sea distances properly. Considering that land and sea warfare are different fronts, this change doesn't break the balance if we compare with the regular air units.

Thoughts?

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Akkula wrote: Tue May 06, 2025 1:16 am
Thoughts?
Perfection.

Of course, we'd need to play to see how it is, but on the paper it is smart.


About submarines: they seems to be the most dangerous assets of any navy currently, so it seems logical to make them more deadly.
During the Cold War, there were numerous stories of Soviet and US submarines following ennemy fleet or carrier without being spotted, and revealed decades later with pictures taken from the periscope as proof that they could have sank them without difficulty if Cold War was gone hot. In 2015, during a naval exercise, The french Saphir submarine bypassed the whole detection screen of a US carrier task force and be in position to sink the USS Theodore Roosevelt carrier and most of it's frigates without being spotted. Truly, submarines are a terror for any surface ship, even today.
Battleships were the naval kings of WWI, replaced by aircraft carrier in WWII, and I'd bet submarines will be the next ones to take the crown :lol:

About diesel vs nuclear subs, the statistical differences seems a logical choice to represent the characteristics of both.
Another idea, but I don't know if it's doable. It is possible to give diesel submarines malus movement in high sea and nuclear submarine malus on shallow sea? The relatively small size of the diesel ones allow them to maneuver more easily near the seabed while nuclears can go at full speed without increasing the sound they made, but need space to maneuver due to their huge sizes.

The AI being able to use AA ships is an unexpected surprise, good job! I expected that this asset would be only used correctly by the player.
Well, we'd need to see how it is, we all know that Panzer Corps AI is... limited :lol: But the fact that it can use them is already very nice!

I don't know what to think about the 20% additional fuel, however :lol:


Another suggestion, but again I don't know if it's doable. I guess it's not. :(
Most modern frigates carry helicopters, that are very useful for hunting (or prevent to be hunted by) submarines. It could be nice if we are able to make helicopters land on frigates. Naval helicopters are now pretty weak in MC in my opinion. They are relatively slow for the usually vast ocean area of the maps, so they arrive generally late in a naval battle, and subs regularly manage to evade their attacks. In some maps, it's not unusual to not inflict any damage with them. Having frigates where they can refuel could allow them to work better, but from I know about the game, it's not a feature that can be implemented :(



Helmsman, towards 2.15 update, cruising speed please.
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Tue May 06, 2025 8:30 am Of course, we'd need to play to see how it is, but on the paper it is smart.
I still need to perform more tests. For sure I will have to tweak some things here and there.
Imeror wrote: Tue May 06, 2025 8:30 am Another idea, but I don't know if it's doable. It is possible to give diesel submarines malus movement in high sea and nuclear submarine malus on shallow sea?
I think it's doable. I would have to check if that breaks the balance of already made scenarios or the overall game. But the speed vs defense thing seems to be the way to go (with or without shallow waters).
Imeror wrote: Tue May 06, 2025 8:30 am Well, we'd need to see how it is, we all know that Panzer Corps AI is... limited :lol: But the fact that it can use them is already very nice!
No more impunity for air units :twisted:
Imeror wrote: Tue May 06, 2025 8:30 am Most modern frigates carry helicopters, that are very useful for hunting (or prevent to be hunted by) submarines. It could be nice if we are able to make helicopters land on frigates.
Unfortunately is not possible. To change the class of the frigates to carrier will make them... carriers, that means that any fighter could land on them....
Imeror wrote: Tue May 06, 2025 8:30 am I don't know what to think about the 20% additional fuel, however :lol:
Among other reasons, that's why I increased the fuel of the naval air assets, so some helos can travel more distances like you mentioned.

More surprises to come.

Best regards.
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Imeror
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Imeror »

Akkula wrote: Tue May 06, 2025 2:11 pm Unfortunately is not possible. To change the class of the frigates to carrier will make them... carriers, that means that any fighter could land on them....

That's what I expeceted :(
My only chance to realize my fantasy about helicopters landing on frigates on Panzer Corps is to create scripts on specific scenarios :lol:
If frigates and named helicopters are on the same special spots, helicopters are automatically resuplied... something like that... I don't abandon my dream :lol:



Akkula wrote: Tue May 06, 2025 2:11 pm Among other reasons, that's why I increased the fuel of the naval air assets, so some helos can travel more distances like you mentioned.
Oh, interesting!
I didn't saw that way!



Good luck with your future update, it looks very promising, as usual!
Europe 2021 : AAR turn by turn : http://www.slitherine.com/forum/viewtopic.php?t=109075
Modern Conflict : WWIII campaigns : https://www.slitherine.com/forum/viewtopic.php?t=116355
Akkula
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Re: Modern Conflicts 2.10 (RELEASED)

Post by Akkula »

Imeror wrote: Tue May 06, 2025 5:56 pm If frigates and named helicopters are on the same special spots, helicopters are automatically resuplied... something like that...
Correct, that's was my approach in Europe '22 and few other scenarios regarding the carrier (but in my case just to extended their one hex ability and also to "help" the AI).
Imeror wrote: Tue May 06, 2025 5:56 pm Oh, interesting!
I didn't saw that way!
Another benefit is that the AI will use have more time to use them 8)
Imeror wrote: Tue May 06, 2025 5:56 pm Good luck with your future update, it looks very promising, as usual!
These months I am inspired, so there are many surprises in store :D

Best regards,
Akkula.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
outofspace1
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Re: Modern Conflicts 2.10 (RELEASED)

Post by outofspace1 »

Skirmish between Pakistan and India. It could be something serious. New scenario for the mod
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