Unit Toolbox Mod

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

Moderator: Panzer Corps 2 Moderators

GUNDOBALDO08
Sergeant Major - Armoured Train
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Re: Unit Toolbox Mod

Post by GUNDOBALDO08 »

Before download it. You created new 3dmodel for everyone new units in your list, or you had only changed name at existing 3d model units?
dalfrede
Colonel - Fallschirmjäger
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Re: Unit Toolbox Mod

Post by dalfrede »

GUNDOBALDO08 wrote: Sat Aug 06, 2022 12:42 pm You created new 3dmodel for everyone new units in your list, or you had only changed name at existing 3d model units?
Only Patrick Ward [a Dev] knows how to make a new 3D model.
So they only used old 3D models when creating new units.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
Stormchaser
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Re: Unit Toolbox Mod

Post by Stormchaser »

So, now that I'm back playing PC2 again, I also started working on this once more.

Soviets just need the air force finished, and while working on that I had a couple of ideas I've been mulling over that I figured I'd ask the community about.

Should Fighter-Bombers like the Bf 110 have Fighter Support? Would it make them too strong, or be a nice change to better represent the alternate use of said airframes as heavy fighters and long range escorts?

Secondly, I made another tweak to Grenadiers beyond giving them a mortar mode. While in their classic Infantry mode they now have Ferocious Defense, allowing them to counter Engineers and Flame Tank's Ignore Entrenchment Traits.
Sequester Grundleplith, MD
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Re: Unit Toolbox Mod

Post by Sequester Grundleplith, MD »

Stormchaser wrote: Mon Nov 28, 2022 12:10 am So, now that I'm back playing PC2 again, I also started working on this once more.

Soviets just need the air force finished, and while working on that I had an idea I've been mulling over that I figured I'd ask the community about.

Should Fighter-Bombers like the Bf 110 have Fighter Support? Would it make them too strong, or be a nice change to better represent the alternate use of said airframes as heavy fighters and long range escorts?
I think it would actually make them more vulnerable, as fighters can't support each other (just as ATs cant support each other).
So where you can currently mitigate the Bf110's lower init and air defense vs a fighter by protecting it with a fighter, if it had "fighter support" the fighter would no longer defend it


edit:

Re: the grenadier change, that sounds good. infantry sometimes feels way too easy to annihilate, and giving grenadiers ferocious defense would definitely make it more challenging
dalfrede
Colonel - Fallschirmjäger
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Re: Unit Toolbox Mod

Post by dalfrede »

Stormchaser wrote: Mon Nov 28, 2022 12:10 am Should Fighter-Bombers like the Bf 110 have Fighter Support? Would it make them too strong, or be a nice change to better represent the alternate use of said airframes as heavy fighters and long range escorts?
The best way to deal with this is to add a switch mode to Fighter, with an Init upgrade and Ground Attack downgrade.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
Stormchaser
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Re: Unit Toolbox Mod

Post by Stormchaser »

dalfrede wrote: Sun Dec 04, 2022 7:08 pm
Stormchaser wrote: Mon Nov 28, 2022 12:10 am Should Fighter-Bombers like the Bf 110 have Fighter Support? Would it make them too strong, or be a nice change to better represent the alternate use of said airframes as heavy fighters and long range escorts?
The best way to deal with this is to add a switch mode to Fighter, with an Init upgrade and Ground Attack downgrade.
I have thought about that some I'll admit.
In Order of Battle: WW2 which started with Pacific campaigns, a significant number of bombers could swap between carrying bombs or torpedos while landed at an airfield for resupplying.
I think the part that has me hesitant to implement a similar concept here is that, while in Order of Battle the swap occured as part of a 2 turn Land, Refuel, Takeoff cycle; in Panzer Corps 2 there is no 'landing', and players can just switch as needed, which feels a little strong to me.
wecker
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Re: Unit Toolbox Mod

Post by wecker »

Hi Stormchaser,

thank you for your work and effort on improving Panzercorps 2 units with your unit tool box.

As I understand it is also used in other mods.

Like all players I got my own thoughts which I would like to share with you.

The newest thing with the Grenadiers seems a little bit too strong. I mean it is ok to give them more "strength" but it seems too much. For grenade launchers for example we got already Heavy Infantry.

My biggest questiaon is regarding Artillery. Do we really need that many Artillery pieces in the german roster?

A ton of sFHs and heavy artillery with minimal difference in the stats.

I am no history buff so I don`t know whether this is all historically correct - but is seems also too much to me. I simply don`t know what arty to choose from. And I have always to click on everyone of them and scroll around.

Maybe you can think about reducing the amount of available arty pieces.

Also it hurts my eyes when I see the Flakpnazer I and the likes of them. I understand the desire and good will to give us more historical units - but as I said. It looks not good - this game with this engine is eye candy :D

Maybe you can talk to the devs and ask them to make new correct models.

No offense meant - just my thoughts.
Stormchaser
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Re: Unit Toolbox Mod

Post by Stormchaser »

wecker wrote: Mon Jan 30, 2023 4:10 pm Hi Stormchaser,

thank you for your work and effort on improving Panzercorps 2 units with your unit tool box.

As I understand it is also used in other mods.

Like all players I got my own thoughts which I would like to share with you.

The newest thing with the Grenadiers seems a little bit too strong. I mean it is ok to give them more "strength" but it seems too much. For grenade launchers for example we got already Heavy Infantry.

My biggest questiaon is regarding Artillery. Do we really need that many Artillery pieces in the german roster?

A ton of sFHs and heavy artillery with minimal difference in the stats.

I am no history buff so I don`t know whether this is all historically correct - but is seems also too much to me. I simply don`t know what arty to choose from. And I have always to click on everyone of them and scroll around.

Maybe you can think about reducing the amount of available arty pieces.

Also it hurts my eyes when I see the Flakpnazer I and the likes of them. I understand the desire and good will to give us more historical units - but as I said. It looks not good - this game with this engine is eye candy :D

Maybe you can talk to the devs and ask them to make new correct models.

No offense meant - just my thoughts.
The Ferocious Defense buff only matters when attacked by Pioneers, Flame Tanks, and other Units with Ignores Entrenchment, as it cancels out that trait. Grenadiers, in my mind, should be the more defensive orientated, and this should help prevent an Hero and Overstrength buff Ignores Entrenchment tank from just Overruning it's way through an enemy defensive line as easily.

There is a somewhat ridiculous amount of Artillery. But that's the case historically.
Part of that is probably due to the fact that while tank, AT gun, and aircraft design was a relatively recent development and thus would see an explosion of new models and improvements throughout WW2, towed Artillery predates even WW1, and many older guns were still very serviceable throughout the war, while pre- and early WW2 tanks, AT guns, and aircrafts were quickly replaced with better equipment as it became available.
This has the side effect of making the Artillery tab is very frontloaded. There are more German Tanks in my mod than Germany Artillery (76 to 63, but only 36 of the 63 are towed artillery, the rest being SPGs.), but because Tank development is spread out throughout the war instead of having a bunch of pre- and early war equipment dumped into the shop at once at the beginning it likely doesn't feel like it.
As for the units being very similar, unfortunate consequence of their being few options in terms of stats to tweak that are actually relevant for Artillery. I threw in Alpine, Paratrooper, AT gun modes, and even some Naval Attack where I could, but a lot of it came down to me deciding between making a gun better against Soft Targets, better against Hard Targets, or balanced offensively.
The last reason as to why I went ahead and made so many even with above problems? So players would have plenty of options when playing with Collector on. In the base game, the 15cm size Artillery is probably the best one for general use in my option, but Germany only ever gets the 1 15cm model, if you want more with Collector you have to capture them (a mechanic some people don't like to use). With my mod, there are now 4 15cm guns at the start, and 2 more that unlock by 1942, without needing to mess with captures.
Somewhat related note, I would kill for a way to add a search or sort option of some kind to the shop. A way to say, only show 15cm towed Artillery, or Light Tanks, or Fighter-Bombers.

As for the last bit, trust me, I would love to have a way to put proper models into the game, but until then I'm just having to make do with what we have. I've seen plenty of others cooment about and bemoan the lack of better modding tools, and I doubt my voice carries any more weight.
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