Matrix Games Forums

New information and screenshots for Pike & ShotDeal of the Week Pride of NationsTo End All Wars Releasing on Steam! Slitherine is recruiting: Programmers requiredPandora: Eclipse of Nashira gets release dateCommunity impressions of To End All WarsAgeod's To End All Wars is now availableTo End All Wars is now available!Deal of the Week: Field of GloryTo End All Wars: Video, AAR and Interview!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Letters on the counters

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Case Blue >> Mods and Scenarios >> RE: Letters on the counters Page: <<   < prev  1 2 3 [4] 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Letters on the counters - 8/15/2012 12:49:12 AM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
Currently, the only scenario payable is the Ritterkrieg Case Blue long scenario. At some point, all the scenarios may be reworked. I think it is pretty straightforward but is a fair bit of work.

Troy

(in reply to Templer)
Post #: 91
RE: Bad v3 mod? - 8/15/2012 2:37:55 PM   
redmarkus4


Posts: 4085
Joined: 12/1/2007
From: 0.00
Status: offline

quote:

ORIGINAL: Ritterkrieg

...and you need a US flag for what exactly on the OST front?

It seems that there is a limit on the icons hardcoded to 185. I reserved adding 183 -184 for redmarkus4's mod so we have to use what we have unless Victor can help us out...

I HIGHLY recommend using the JSGME mod program to add any of the packages that modders are putting up. This allows you to go back to Vanilla (and wave your american flag) with ease

Troy


Hey Troy - go ahead and use slots 183 and 184 as you wish. I have dropped the idea of having separate airbase icons on the map.

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to Ritterkrieg)
Post #: 92
RE: Letters on the counters - 8/15/2012 2:40:17 PM   
redmarkus4


Posts: 4085
Joined: 12/1/2007
From: 0.00
Status: offline

quote:

ORIGINAL: Ritterkrieg

Currently, the only scenario payable is the Ritterkrieg Case Blue long scenario. At some point, all the scenarios may be reworked. I think it is pretty straightforward but is a fair bit of work.

Troy


I think that if you use the various Import Units and Import SFTs functions in the Stngs area you might be able to do this quickly.

However, you should only import to scenarios with the same initial settings or you risk screwing things up - So, Case Blue FULL units can be imported in Case Blue Short, but probably not into Uranus...

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to Ritterkrieg)
Post #: 93
Modding units - 8/16/2012 7:58:06 PM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
Ok, thx redmarkus4, I am pretty much done with the Graphic aspect of my mod and am now modding and creating formations, modding units and such but those may come in handy.

I currently have done:

-modding target priority and effect. This is playtesting out beautifully! Infantry now attack and you see results.
-Mountain and Gebirgsjäger Divisions (fight and defend better in mountains/hills).
-Pionere battalion (army assault engineers - fight better in urban and light urban).

Working on:

-Historic renaming of all formations.
-modding combat values

NEED HELP with anyone wanting to come on board with OOB editing?


Looking for any suggestions and input.

Troy

(in reply to redmarkus4)
Post #: 94
RE: Modding units - 8/17/2012 10:44:23 AM   
redmarkus4


Posts: 4085
Joined: 12/1/2007
From: 0.00
Status: offline

quote:

ORIGINAL: Ritterkrieg

Ok, thx redmarkus4, I am pretty much done with the Graphic aspect of my mod and am now modding and creating formations, modding units and such but those may come in handy.

I currently have done:

-modding target priority and effect. This is playtesting out beautifully! Infantry now attack and you see results.
-Mountain and Gebirgsjäger Divisions (fight and defend better in mountains/hills).
-Pionere battalion (army assault engineers - fight better in urban and light urban).

Working on:

-Historic renaming of all formations.
-modding combat values

NEED HELP with anyone wanting to come on board with OOB editing?


Looking for any suggestions and input.

Troy



Excellent - really looking forward to that, but i strongly suggest you look at this OOB thread (if you haven't already) and hook up with Phil who has been investigating the OOBs in great detail: http://www.matrixgames.com/forums/tm.asp?m=3161261

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to Ritterkrieg)
Post #: 95
RE: Ritterkrieg Mod - 8/17/2012 2:48:24 PM   
Sator


Posts: 102
Joined: 8/8/2012
From: Italy
Status: offline

quote:

ORIGINAL: Ritterkrieg

OK!

Modded unit size for Independant as well.

Troy





Hello Troy

By OOB indipendent Artillery and Flak units should be regiments (III).
Even indipendent Engineers unit should be labeled as regiments. 2000 men are too many for battalion size.




(in reply to Ritterkrieg)
Post #: 96
RE: Modding units - 8/17/2012 3:11:41 PM   
Sator


Posts: 102
Joined: 8/8/2012
From: Italy
Status: offline
quote:

ORIGINAL: Ritterkrieg

I currently have done:

-Pionere battalion (army assault engineers - fight better in urban and light urban).



Hello

I think engineers unit (2000 men + flak) are too big to be intended as assault engineers.
They are large construction units (as specified in designer's note in the unit details window) trained to build railways, roads, bridges etc. and with low fighting ability.

The picture in the "unit troop" window should be changed too, because it actually shows assault troops.






Attachment (1)

< Message edited by Sator -- 8/17/2012 3:32:54 PM >

(in reply to Ritterkrieg)
Post #: 97
RE: Modding units - 8/17/2012 5:21:35 PM   
redmarkus4


Posts: 4085
Joined: 12/1/2007
From: 0.00
Status: offline
OK, image changed for the next release of the PanzerKrieg Mod.




Attachment (1)

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to Sator)
Post #: 98
RE: Modding units - 8/17/2012 8:39:39 PM   
GFelz

 

Posts: 465
Joined: 8/27/2010
From: Canada
Status: offline
Not sure but me thinks that guy in the water is naked!

(in reply to redmarkus4)
Post #: 99
RE: Modding units - 8/17/2012 10:17:15 PM   
Templer


Posts: 946
Joined: 1/5/2009
From: Nürnberg, Germany
Status: offline

quote:

ORIGINAL: GFelz

Not sure but me thinks that guy in the water is naked!

No problem, redmarkus4 will mod him a tiger skin.

(in reply to GFelz)
Post #: 100
RE: Modding units - 8/17/2012 10:38:57 PM   
parusski


Posts: 4663
Joined: 5/8/2000
From: Wyoming, Even Liberals Welcome
Status: offline

quote:

ORIGINAL: Templer


quote:

ORIGINAL: GFelz

Not sure but me thinks that guy in the water is naked!

No problem, redmarkus4 will mod him a tiger skin.


Well I would hope so, lest I be offended.

_____________________________

"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman

(in reply to Templer)
Post #: 101
RE: Modding units - 8/18/2012 12:41:10 AM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
I have created a 'kampgruppe' to represent the Stalingrad assault engineers that were sent to Stalingrad in Nov. It is a single unit with a combat strength of apx 2500 (all 5 bn together). I have created a 'Sturmpionier' SFTtype to keep the engineers and pioniers seperate. A new graphic (like redmarkus4 has created) would be appropriate.

One issue I have is how to bring a new unit into the game? Is it a script, a reinforcement card or some other thing I have missed (I have spent the last week tinkering with the editor and man are there a lot of options!)

Troy





Attachment (1)

< Message edited by Ritterkrieg -- 8/18/2012 12:52:34 AM >

(in reply to Sator)
Post #: 102
RE: Modding units - 8/18/2012 1:01:16 AM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
Yes that is a great thread!

I have a fair library on WWII, and the Ost front in particular and would like to correct a few generalizations in the DCCB OOB without editing every gun and bullet. The editor allows for this and makes life easy. And what an editor! Victor has created an amazing game but an even better editor! But maybe some explanations of the methods needed to tweak. I am still at a loss to figure out the tempvars and such attached to unit statistics.

BTW, I share your opinion on Mr. Glantz's work. In particular, I was expecting more from volume2 of the Stalingrad Trilogy. That was a hefty read!

Troy

(in reply to redmarkus4)
Post #: 103
RE: Modding units - 8/18/2012 1:38:10 AM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
Modding the graphics of specific troop types and abilities. I may go further with this if interest warrents...

Troy




Attachment (1)

(in reply to Ritterkrieg)
Post #: 104
RE: Modding units - 8/18/2012 6:41:30 AM   
Keunert


Posts: 876
Joined: 9/9/2010
Status: offline
looks really great

(in reply to Ritterkrieg)
Post #: 105
RE: Modding units - 8/18/2012 8:08:44 AM   
redmarkus4


Posts: 4085
Joined: 12/1/2007
From: 0.00
Status: offline

quote:

ORIGINAL: GFelz

Not sure but me thinks that guy in the water is naked!


It's a historically authentic photo. Are you one of the people who goes around putting towels around the statues of ancient Greece and Rome??? :)

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to GFelz)
Post #: 106
RE: Modding units - 8/18/2012 9:56:31 AM   
aspqrz

 

Posts: 707
Joined: 7/20/2004
Status: offline
For all we know it may be a statue ... the Germans found it laying around and decided to use it as a bridge support ... one never knows what those decadent commie bastards get up to, and I wouldn't put it past them



And they probably removed the towel, too!

Wreckers!

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to redmarkus4)
Post #: 107
RE: Modding units - 8/18/2012 5:54:00 PM   
redmarkus4


Posts: 4085
Joined: 12/1/2007
From: 0.00
Status: offline
I think you're right! It is almost certainly a statue seized from a nearby party official's dacha and used as a bridge support - the decadence of post-revolutionary soviet culture is perfectly captured by this image.

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to aspqrz)
Post #: 108
RE: Modding units - 8/18/2012 6:36:11 PM   
GFelz

 

Posts: 465
Joined: 8/27/2010
From: Canada
Status: offline
Come to think of it, it does resemble an Atlas pose.

(in reply to redmarkus4)
Post #: 109
RE: Ritterkrieg Mod Discussion - 8/20/2012 11:00:19 PM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
Hey All!

With the cracking of the icon limit, I have begun to work on ver 4 of the Ritterkrieg mod. Here is a taste of whats to come...

-All armor now shows appropriate background colors.
-minor issues corrected with morale break numbers.
-new Infantry SFTs (mountain, Assault eng, etc)
-Panzer formations edited to reflect history.
-Soviet formations renamed.
-editing of picture size to bring vehicles and guns in line with tank pictures


Troy






Attachment (1)

< Message edited by Ritterkrieg -- 8/20/2012 11:05:41 PM >

(in reply to Ritterkrieg)
Post #: 110
RE: Ritterkrieg Mod Discussion - 8/21/2012 9:12:05 AM   
redmarkus4


Posts: 4085
Joined: 12/1/2007
From: 0.00
Status: offline
Nice work, sir.

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to Ritterkrieg)
Post #: 111
RE: Ritterkrieg Mod Discussion - 8/22/2012 5:08:53 PM   
Blind Sniper


Posts: 760
Joined: 8/9/2008
From: Turin, Italy
Status: offline
Great job!

Are you going to change the OOB for the non-frontline units? (AT-ART-AA-ENG-HQ)

Also, can you modify the useless German Transport unit in three different units and increase the supply transport value?

_____________________________

Advanced Squad Leader; Grand Tactical Series; Buzz Aldrin's Space Program Manager; War in the Pacific: Admiral's Edition


(in reply to redmarkus4)
Post #: 112
RE: Ritterkrieg Mod Discussion - 8/22/2012 8:06:10 PM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
I am currently working with Phil to nail down better OOBs so if we find any issues, we will correct them eventually. As to the huge JU52 unit, this sounds like a good idea!

Troy

(in reply to Blind Sniper)
Post #: 113
RE: Ritterkrieg Mod Discussion - 8/22/2012 8:17:43 PM   
Blind Sniper


Posts: 760
Joined: 8/9/2008
From: Turin, Italy
Status: offline
Thanks guys, your job is very appreciated

_____________________________

Advanced Squad Leader; Grand Tactical Series; Buzz Aldrin's Space Program Manager; War in the Pacific: Admiral's Edition


(in reply to Ritterkrieg)
Post #: 114
RE: Ritterkrieg Mod Discussion - 8/23/2012 8:14:08 PM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
Hey All!

After extensive editing and testing of graphic overlays and not being happy with the results, (due to shrowd overlay) and to recreate the tactical use of German Panzer Bn, I have decided to show the Panzer Bn as separate counters in the division (for Panzer Divs that have more than 1 Bn) with the III regimental symbol on top but as I, II and III (if needed) battalion symbol on the side.

Currently the Soviet player enjoys an a-historical edge in tactical flexibility over the German player as the German has to employ a smaller number of huge regimental-sized tank units.

Allowing Tank Bn for the German player gives the flexibility currently missing and allows historic use of the Panzer bn as separate units (as was the case historically) The Infantry/Artillery do not get Bn status as they were usually employed as regiments.

The panzer Bns can still be stacked together as a regiment and moved with the 'g' group move for those cautious commanders who want their uber stacks.

As a German player, you will gain the ability to drive into the rear and create havoc with the smaller Bns but still face the same issues that the historic commanders faced when their smaller precious panzers Bns got cut off.

Look for an updated ver. 4 soon!

Troy

(in reply to Blind Sniper)
Post #: 115
RE: Ritterkrieg Mod Discussion - 8/23/2012 10:44:09 PM   
Sator


Posts: 102
Joined: 8/8/2012
From: Italy
Status: offline
Hello Troy

I'd suggest to keep separate the graphic upgrades (that don't change the mechanics of the game) from the improvements in OOB, unit composition or other things that go to modify the balance or other operational aspects of the game. This to have more flexibility in using the new excellent graphics without problems with PBEM etc.

About Panzer Bt I think they represent a too high detail at this scale. And if we have Pz Bts on the map, I suppose we should introduce also Infantry, Reconnaissance, Engineer and Ati-tank Battalions, to have a coherent OOB. Just my opinion .

Thank a lot for your excellent work!



  

   

< Message edited by Sator -- 8/24/2012 12:56:29 AM >

(in reply to Ritterkrieg)
Post #: 116
NEW Ritterkrieg Mod ver 3.2 - 8/24/2012 4:04:16 AM   
Ritterkrieg

 

Posts: 86
Joined: 8/15/2009
Status: offline
Hello All!

Ritterkrieg mod 3.2 is now up for a trial of sorts. Included is the scenario 3_2Ritterkrieg which is based on the Case Blue Long scenario.

You need to load it to enjoy the counter colorations I have included. Please unload all prevoius versions of the Ritterkrieg mod.

Changes list:

NEW: Panzer battalion test run. The scenario now includes the individual panzer Battalions to try out. Looking for feedback. Scenario may not be playable to the end so just try a few turns as the German and let me know if this is the direction you want this mod to go.

-NEW: Renaming of Soviet forces.
-NEW: Armor formations are now color co-ordinated to host regimes.
-NEW: Editing of the German panzer Divisions to include proper historic mix of tanks and grenadiers. Still work to be done...
-NEW: Renaming of German weapons.
-NEW: Tweaking of some of the pictures to bring them into line with others and a new Engineer/sturm pionier graphic.

It can be downloaded here:

Ritterkrieg Mod 3.2

Enjoy!

Troy

< Message edited by Ritterkrieg -- 8/24/2012 4:10:57 AM >

(in reply to Sator)
Post #: 117
RE: NEW Ritterkrieg Mod ver 3.2 - 8/25/2012 1:27:38 AM   
RedCharlie65

 

Posts: 237
Joined: 9/23/2010
Status: offline
@BlindSniper

Sir, I love that signature pic you have about being a wargamer. Kind of hard to read the small print. Was wondering whether you had a larger, original version of that which I'd like to obtain.

(in reply to Ritterkrieg)
Post #: 118
RE: NEW Ritterkrieg Mod ver 3.2 - 8/25/2012 1:28:48 AM   
RedCharlie65

 

Posts: 237
Joined: 9/23/2010
Status: offline
Beautiful work Ritterkrieg! I have to admit, I actually like the original artwork but your stuff is looking really, really good.

(in reply to RedCharlie65)
Post #: 119
RE: NEW Ritterkrieg Mod ver 3.2 - 8/25/2012 3:28:26 AM   
Missouri_Rebel


Posts: 2573
Joined: 6/19/2006
From: Southern Missouri
Status: offline
The only thing that is keeping me from using this mod are the Soviet colors. IMO they are too near the Germans and not easily distinguishable from them at a quick glance. I do appreciate all the effort though.

mo reb

_____________________________

**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford

(in reply to RedCharlie65)
Post #: 120
Page:   <<   < prev  1 2 3 [4] 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Case Blue >> Mods and Scenarios >> RE: Letters on the counters Page: <<   < prev  1 2 3 [4] 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.109