[Axis Campaign] GTPG v1.18 FINAL (26/12/22)

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RobertCL
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by RobertCL »

Hi,

Nikivdd created an excellent campaign as usual (a tribute to Georg Treitler in PG).

I finished all three campaign paths after a victory in Moscow in 1941 in GTPG version 2.0.
So keep a saved game the last turn before your victory.

Minor issues
In game the campaign is still named GTPG version 1.16
I also tried to used e-file and graphics used by GTPG 2.0 for the whole panzer corps, unfortunately this does not work, there are apparently incompatibilities with vanilla e-file.

Anyway this is an excellent campaign I still enjoy immensely.
The campaign is a reason in itself to purchase Panzer Corps.
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by nikivdd »

Hello guys,
Thanks for the words of encouragements.
I can make an update which might fix certain issues and concerns.

So in order to do so, i kindly ask the following:
Let me know which scenario(s) i should check (and fix) which might not meet the expected outcome.
Let me know which changes in the campaign path are necessary or at least i should consider to change.
In which scenario does the Romanian core unit appear?
If there is something else, let me know but i'm not making any promises at this point.
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faos333
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by faos333 »

nikivdd wrote: Thu Dec 08, 2022 7:46 pm Hello guys,
Thanks for the words of encouragements.
I can make an update which might fix certain issues and concerns.
................................
Thank you Nico, very glad about this new thought of yours, for a possible update

Some ideas to go forward:
A] Blend it with von Thüringen tweaks work, version 2.0, it is an amazing job, which enhances the mod 1.16 and respects its core values. I am playing it right now and loved it.
B] Fix some existing errors, you know some, but others will tell you also
C] Change the campaign path, where is needed, our community is quite experienced and by the years I believe they want more realism to the game, especially in the a-historical situations. BE has shown the way, gamers love it. There can be a lot of alternatives in building a new a-historical path in the East.
D] Correct some key maps, like Wacht am Rhein. I was a little disappointed from this map, since I was expecting something very different according to my knowledge of the battle. There is no need in my opinion to keep all PG maps, lots of them are out of context
D] Add minor axis nations to the core, like Italy, Romanians and Hungarians, so players can buy and build units
E] Update the late Afrika scenarios with desert terrain, the idea of yours to go early in Afrika, also sounds great
Finally, I believe that everybody will support this effort, on their terms, since it will be keep our great game, ongoing, at a time that needs it more.

More to follow
Best regards

Ps the Romanian – core- unit appears in .. edit... if I remember correctly and an Italian-core- unit appears in Sea Lion 1940, I was happy to have them, but could not buy more…. So I made a modification of my own adding them from Sicily 43, on wards.
Last edited by faos333 on Fri Dec 09, 2022 1:42 am, edited 2 times in total.
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by Rork »

nikivdd wrote: Thu Dec 08, 2022 7:46 pm Hello guys,
Thanks for the words of encouragements.
I can make an update which might fix certain issues and concerns.

So in order to do so, i kindly ask the following:
Let me know which scenario(s) i should check (and fix) which might not meet the expected outcome.
Let me know which changes in the campaign path are necessary or at least i should consider to change.
In which scenario does the Romanian core unit appear?
If there is something else, let me know but i'm not making any promises at this point.
What follows is based on my experience so far in this campaign, thats is up to and including Wacht am Rhein, going for the longest possible path in order to tune my army.
1. Wacht am Rhein DV should lead to Budapest, as per the DV briefing and the included campaign tree.
2. Paratroopers should be identified as ground units for the purposes of victory conditions in the Gothic Line and Breakout to the Netherlands scenarios.
3. WaR is by far the most disappointing scenario in terms of historical accuracy, so a redesign there would be most welcome.
4. If possible, try to maintain throughout the campaign scale consistency (for instance, Stalingrad is three hexes large in the scenario with the same name, while in the next it's a whooping 18 hexes...).
5. The Romanian unit shows up in the Dnepropetrovsk scenario, south of the map, near Kherson. The Italian unit shows up in the Operation Sea Loin 40 scenario (should be Lion), a bit to the SE of the map, in a barge near Newhaven.
6. Spell check everything :oops: .
7. Include full equipment availability for SE air units. As it is, they stop at Stuka G, Bf 110G and FW 190. Also why not include as SE units all the unit classes, not just infantry, tanks, tac bombers and fighters?
8. Wishful thinking probably, but maybe tweak the heroes so as not to get +1 spotting on artillery and make +1 range also work when switching function from AA to AT or from artillery to tank. Or just ignore range altogether on these units. Also make heroes generation as dependent as possible on what actually happens in the battle, like getting +3 attack on a very improbable successful attack, +3 defense when taking far less damage than expected, +1 initiative on getting the first shot and so on. And why no heroes for the enemy?
9. An early african campaign branch would honor the original PG 8) .
10. Probably an impossible request, but rather than imposing limits to the XP rate, tweak it by making it progressively much slower. For instance, a very experienced unit should not be getting ANY XP from damaging or being damaged by inferior units.
Last edited by Rork on Fri Dec 09, 2022 11:03 pm, edited 1 time in total.
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by eskuche »

Rork wrote: Thu Dec 08, 2022 11:20 pm 8. Wishful thinking probably, but maybe tweak the heroes so as not to get +1 spotting on artillery and make +1 range also work when switching function from AA to AT or from artillery to tank. Or just ignore range altogether on these units. Also make heroes generation as dependent as possible on what actually happens in the battle, like getting +3 attack on a very improbable successful attack, +3 defense when taking far less damage than expected, +1 initiative on getting the first shot and so on. And why no heroes for the enemy?
10. Probably an impossible request, but rather than imposing limits to the XP rate, tweak it by making it progressively much slower. For instance, a very experienced unit should not be getting ANY XP from damaging or being damaged by inferior units.
8. Impossible in the engine as is. GTPG is very generous with minimum hero kills showing up. In my runs, I fish for the desired heroes and disband if not obtained (or you can reload).
10. I'm pretty sure it's already working this way (check gamerules.ini). A general issue with the game is new late game units taking forever to catch up. This might be able to be corrected by giving massive bonuses to the initial stars and really slowing down later experience gains.
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by Rork »

eskuche wrote: Fri Dec 09, 2022 9:05 pm
Rork wrote: Thu Dec 08, 2022 11:20 pm 8. Wishful thinking probably, but maybe tweak the heroes so as not to get +1 spotting on artillery and make +1 range also work when switching function from AA to AT or from artillery to tank. Or just ignore range altogether on these units. Also make heroes generation as dependent as possible on what actually happens in the battle, like getting +3 attack on a very improbable successful attack, +3 defense when taking far less damage than expected, +1 initiative on getting the first shot and so on. And why no heroes for the enemy?
8. Impossible in the engine as is. GTPG is very generous with minimum hero kills showing up. In my runs, I fish for the desired heroes and disband if not obtained (or you can reload).
I thought this was already tweaked, as the artillery units received far more easy and frequently +1 range and +1 Movement was also quite common for all unit classes. O well, like I said, wishful thinking...
I also "fished" for heroes, but in GTPG it becomes terribly time-consuming, as there are many units and heroes appear, as far as I can tell, completely random.

Some more stuff came to mind about possible changes, so here goes nothing.
Personally, I very much disliked how the campaign started, with the core pick scenario. This could've been easily integrated in the very first scenario; it would've been a far more less artificial start and a more realistic in-game option.
If I'm not mistaken, it was in the Soviet Corps DLC that exit hexes were first used (then forgotten :P ). You could evacuate core units via them, allowing you thus to replenish your deployment with a configuration more suited to the ongoing battle. I thought it was a very neat touch, giving the player more flexibility (for instance, replacing fighters with bombers once air superiority is achieved or replacing AA units with something more useful in that particular scenario). Maybe this idea could be implemented here, it would work wonders in such a huge campaign.
Historical and what-ifs narrative should make more sense. I'm thinking primarily about the DV briefing you receive in Moscow 43, which mentions "a negotiated armistice" and offers as choice "The war in the east is over". There better be a solid explanation of how you can go back to fighting the Russians after successfully keeping the Allies at bay in the Western branch and about how they can redeploy tons of experienced units again.
Last edited by Rork on Mon Dec 12, 2022 4:45 pm, edited 1 time in total.
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by faos333 »

Rork wrote: Fri Dec 09, 2022 11:52 pm ......... You could evacuate core units via them, allowing you thus to replenish your deployment with a configuration more suited to the ongoing battle. I thought it was a very neat touch, giving the player more flexibility (for instance, replacing fighters with bombers once air superiority is achieved or replacing AA units with something more useful in that particular scenario). Maybe this idea could be implemented here, it would work wonders in such a huge campaign.
This is fantastic idea! Very good point, I have not thought of this one! It should definitely added in many scenarios :D :D :D
This way we could rotate units during a battle, thus building their experience, combat value, heroes etc.
Rork wrote: Fri Dec 09, 2022 11:52 pm Historical and what-ifs narrative should make more sense. I'm thinking primarily about the DV briefing you receive in Moscow 43, which mentions "a negotiated armistice" and offers as choice "The war in the east is over". There better be a solid explanation of how you can go back to fighting the Russians after successfully keeping the Allies at bay in the Western branch and about how they can redeploy tons of experienced units again.
Agree with this one, same applies to Stalingrad scenario, it is not easy to develop alternative history, but it can be done. Any ideas?
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by faos333 »

The last few days I keep on thinking of ideas about a possible GPTG update.
Since, it is big project in size it should cut into pieces, so to make it more manageable.

A first priority should be revising the campaign path. It is true that it creates a lot of debates, especially around ahistorical paths. But lots of players like me, like it, to be able to alter history, through a game, such as PC.

In my opinion, all is well until 1941, with few exceptions, like there should not be Sea Lion 40, since it breaks the story line of the game, you cannot assume that you take the UK and then simply go back to France. Must keep the scenario map, though, it is one of the best and make it Sea Lion 45-46. The other exception is Westerplatte, historically it was a small operation and the same should be presented by the Mod.

Here comes another concept to be applied, the SMALL Battle scenario, were core units are very few and applies to all smaller size operations like, Dieppe 42, Operation Market Garden 44, Crete 41 etc.

Then, comes operation Barbarossa, all well till Moscow 41. We all know what happened and the Mod should take it into account, by re designing the map objectives for a DV, meaning the player does not capture the city itself, but only reaches it. Then winter offensive etc.

Next issue to be fixed, Stalingrad 1942, a more historical approach to the events - before and after - should be taken into account for a new campaign path. Meaning Stalingrad scenario, the player might take the city, but then is encircled, followed by scenario liberate the 6th army and not Dieppe 42, with exit hexes on the map for the battered 6th army, meaning the player retreats to the west. This scenario should be altered accordingly. Right now it does not make any sense to win twice in Stalingrad, only to find your next battle is in Rostov.

Then comes 43, from this year on, two campaign paths for the East: a historical losing path and an ahistorical wining path. The historical we all know and the Mod does good work on that. The ahistorical needs more building. The key is Kursk 43. A DV in Kursk should give an option for a later Moscow 44 scenario! Not 43, since we all know that due to lack of supplies axis could not implement more than one, major campaign per year. So, after Kursk, we go to Sicily Aug 43, then Anzio Jan 44 and then Moscow 44!

The scenario for late Moscow should be completely different than the current one. The Germans learn from previous mistakes and this time they encircle the city, rather than going for a frontal attack. Also the time should be different, May 44 makes more sense. If DV achieved in Moscow, the Soviet Union does not capitulate, after all they did the same with Napoleon. East next could be finish off with Leningrad 44 with Finnish troops playing a part and then to Arkhangelsk. Or drive south through Voronezh and Saratov to encircle Stalingrad.

But D-Day comes in June and the plan to the south in the East is halted. So, campaign path goes Normandy, then operation Cobra July 44, assuming a DV there, it means you only delay the allies, because then it comes Market Garden Sep 44 and this leaves the road wide open for the Wacht am Rhein scenario Dec 44. Which should be another key scenario for the campaign path. Assuming a DV in Ardennes what it follows is not West Germany scenario, but a Low Countries scenario that shows an allied counter attack in Brussels, to break the encirclement of the British forces to the north east of Antwerp.

In 1945, things are simpler, if the player stays on the winning path both east and west, in the East we can assume a drive from north to south to Stalingrad. A DV there is followed by Caucasus scenario then a Baku scenario, where guess what, the campaign path joins the Afrika route path. In there, the player starts in 1940 and reaches Baku in early 45. In the West we can assume a Sea Lion 45-46. And then? No US invasion, since it is ILLOGICAL. Actually it was marketing trick for Panzer General. The campaign goes to India etc and end…..global armistice and cessation of hostilities.

Happy to hear your thoughts on this matter
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by rubyjuno »

Interesting ideas and comments here, and great that people are still interested in Nico's great mods. After reading these recent posts, I think we need to remember to be fair to Nico - GTPG was developed over a period of over about 5 years, play tested by many people, and signed off as complete about 5 years ago. At the time, most players, including myself, were pretty happy with it - read through the 60 pages of the thread! The mod designers create the mods in their own time and often with little or no thanks, and to expect wholesale changes to a mod completed over 5 years ago is probably unreasonable. After all, most mod designers from the early years of Panzer Corps have disappeared from the forum and moved on! I'm not trying to put words in Nico's mouth (apologies to Nico if that's how it reads) or to offend anyone (apologies if I have), I'm just grateful that Nico still looks in here and is willing to consider fixing anything that is broken.

Thanks for reading :)
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by Der_Kuenstler »

Hello - I just downloaded this and noticed the new units (Like mg34 infantry) Have the same icons as regular infantry. Is this the way it's supposed to be?
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by Rork »

Der_Kuenstler wrote: Thu Dec 15, 2022 2:54 am Hello - I just downloaded this and noticed the new units (Like mg34 infantry) Have the same icons as regular infantry. Is this the way it's supposed to be?
Sir yes sir! :twisted:

You'll also notice that SS units look the same as SE units. They're also better than regular units, but more expensive to maintain/upgrade. Not that prestige will ever be a problem 8) . One thing to keep in mind though is that air SS/SE units will top their evolution line with the FW 190 fighter and Bf 110/Stuka bomber variants (no SS/SE strategic bombers). Can't stress this enough: do not neglect air power!

And one more thing to plan for: your core army will be much larger than usual and you will need every unit available for the latter stages.

Panzer Vorwärts!
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by Rork »

Finished Budapest without problems, so I can now vouch for the modified campaign.pzdat file. The Wacht am Rhein scenario outcomes now work as described in the campaign tree.
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by nikivdd »

I have read a lot of proposals and suggestions. If it were ten years ago, in that past whirl of enthusiasm, i would try to implement them all. Unfortunate for you guys, i cannot devote this amount of time into a project which i called final well over five years ago. But I always cherish the good times i had and have with the creation and playing of this campaign. Therefore i will release a very modest update soon but that's it. I know that some of you will be disappointed, but try to understand from my side, i believe i have done my part.
I hope to post the update this weekend.
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Re: [Axis Campaign] GTPG v1.16 FINAL (26/02/17)

Post by rubyjuno »

nikivdd wrote: Thu Dec 15, 2022 9:27 pm I believe i have done my part.
You've definitely done your part, and much more. Your efforts over the years are much appreciated.
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Re: [Axis Campaign] GTPG v1.17 FINAL (16/12/22)

Post by nikivdd »

The campaign has received a modest update.

https://www.sendspace.com/file/busxkd

The download link has also been added to the first post of this thread. The previous version is still available too.

Changes:
As suggested to fix, a DV in Wacht am Rhein will move your forces to Budapest.
DV condition Gothic Line. 20 units in zone marked with an A: axis minor GROUND core units and auxiliaries now also count towards this victory condition. Fixed possible bug in Lose scenario conditions.
Victory conditions Breakout to the Netherlands. Axis minor core units now also count towards the victory conditions.
In-game adjustements to Sea Lion 40. Italian core unit now has a hero; scenario name corrected.
In-game adjustment Dnepropetrovsk. Romanian core unit now has a hero.
Core units can now be purchased from German, Italian, Hungarian and Romanian armories throughout the entire campaign.
Contains the latest version of my personal e-file in the campaign's data folder (remove it if you wish to use something else).

Use external mods or your personal e-file, for a bigger choice and variety in German, Italian, Hungarian and Romanian units. The e-file that is included in this campaign only offers a larger choice for Germany and Italy.

If nothing "critical" comes up anymore, this is the final version.
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Re: [Axis Campaign] GTPG v1.17 FINAL (16/12/22)

Post by sbpc1 »

i am pleased to see there is sufficient interest in this 10 year old game that modmakers and the playerbase continue to support and improve it
also it seems that the PzC1 modding forum is more active that the PzC2 equivalent. good.
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Re: [Axis Campaign] GTPG v1.17 FINAL (16/12/22)

Post by Rork »

Thank you for the update, Nico. No disappointment, it's pretty much what was expected.

Unfortunately, it seems saves from 1.16 are incompatible with 1.17, so I can't check anything. Maybe someone who will start from scratch this monster of a campaign will report how everything works.

Just a short add-on note.
Koenigsberg is also a park-ground-units-in-designated-hexes victory condition scenario type. There may be others such scenarios later on, so said condition should be investigated there too. Also, it was specifically about paratroopers being ground troops or not.
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Re: [Axis Campaign] GTPG v1.17 FINAL (16/12/22)

Post by faos333 »

Thank you Nico for yet another update and modifications, adding minor axis to the core, by itself, is great and gives a new reason for players to replay the campaign.

Although, I would like to see more changes in the campaign path, I understand your position and I want to tell you that all these years, you have done so many good things for us, so the PzC community will always be thankful.
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Re: [Axis Campaign] GTPG v1.17 FINAL (16/12/22)

Post by bondjamesbond »

Image
Image
Image
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Thanks to the author for the update !
https://mynickname.com/id73473
Image
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Re: [Axis Campaign] GTPG v1.17 FINAL (16/12/22)

Post by nikivdd »

Rork wrote: Fri Dec 16, 2022 1:43 pm Thank you for the update, Nico. No disappointment, it's pretty much what was expected.

Unfortunately, it seems saves from 1.16 are incompatible with 1.17, so I can't check anything. Maybe someone who will start from scratch this monster of a campaign will report how everything works.

Just a short add-on note.
Koenigsberg is also a park-ground-units-in-designated-hexes victory condition scenario type. There may be others such scenarios later on, so said condition should be investigated there too. Also, it was specifically about paratroopers being ground troops or not.
Such scenarios who have not been adressed will indeed cause a problem with a mixed country core. If there are more such scenarios out there, i will fix those. So for now i write down Königsberg to be fixed.

About the paratroopers. When not in a transport, it is just a ground unit. That causes no problem towards the park your ground units style of mission. But when in the air (the Ju transport plane icon) it is regarded as a different class of unit which does not count towards the victory condition(s).
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