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RE: New Units for PC - 12/7/2015 1:45:56 PM   
R35

 

Posts: 362
Joined: 8/10/2013
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Thank you!

Shouldn`t the Type 3 Ho-Ni III also have an artillery/indirect fire version? Pacific General had it in the artillery class and bebro made it switchable between AT and artillery in his IJA mod.
This site also says it could be used in both roles:
http://www.historyofwar.org/articles/weapons_type_3_ho_ni_III.html
And I think these pictures show there is some room for elevating the gun:
http://www3.plala.or.jp/takihome/newfolder/Ho-Ni3.html

(in reply to Brazenman)
Post #: 151
RE: New Units for PC - 12/7/2015 6:27:44 PM   
Ballermann

 

Posts: 30
Joined: 1/13/2013
From: Germany
Status: offline
Its time to say thank you.

Thank you, for this beautiful units to the author Michael.

Thank you, for to procure to Brazenman.

And thank you, to R35 for making this units playable.


BTW:
@R35
Is it possible to make an Update (like an Patch) with the new units ?

_____________________________

Sorry, for my bad school english...

(in reply to Brazenman)
Post #: 152
RE: New Units for PC - 12/7/2015 10:09:33 PM   
R35

 

Posts: 362
Joined: 8/10/2013
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I don`t have enough time to finish in the near future everything that I wanted to, but suppose we decide to have an early release with what has been made available so far and leave the rest for another time. There are two problems as far as I`m concerned:

1. What happens to the Polish units? Is H.Balck happy with the new set? Is this camo type the final thing? If the answer is yes then how about replacing all the old units? Currently some are left in the old camo and it`s particularly problematic for the armoured train which has a different camo (and model) for its AT switch. The new units might look better, but having the faction done in two interpretations of the same camo is something of a step back.

2. I`d really like to see the gray Romanian units converted to the new faction colour which is green. There are 5 of them left. And also there`s a need for a few more units(at least six) to sorta finish the faction. H.Balck said twice before that this faction is going to be completed shortly and it`s still not done. I`m worried it will be left like this.

I`m aware there are other important units that should be added to the game. I`m just pointing out two cases where you can plainly see that the faction has been started more than once and that the job has been stopped before completion.

(in reply to Ballermann)
Post #: 153
RE: New Units for PC - 12/8/2015 6:31:35 AM   
Brazenman

 

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Joined: 1/23/2015
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R-35

Type 92 70mm IG Daitaiho
https://en.wikipedia.org/wiki/Type_92_battalion_gun

Link for new unit
https://www.sendspace.com/file/7uevpj





Type 3 120mm Naval Gun
https://en.wikipedia.org/wiki/Type_3_120_mm_45_caliber_naval_gun

Link for new unit
https://www.sendspace.com/file/h1e2ut




Type 1 Ho-Ni III
(with Artillery !)

Link for new unit
https://www.sendspace.com/file/e7qfdk

(in reply to R35)
Post #: 154
RE: New Units for PC - 12/8/2015 11:25:51 AM   
R35

 

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Joined: 8/10/2013
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Cool, thank you for the Ho-Ni III! The naval gun is also a very important addition for later war scenarios.

(in reply to Brazenman)
Post #: 155
RE: New Units for PC - 12/9/2015 3:16:29 AM   
Brazenman

 

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Joined: 1/23/2015
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R-35

Type 89 150mm Guns
https://en.wikipedia.org/wiki/Type_89_15_cm_Cannon

Link for new unit
https://www.sendspace.com/file/1nvw7j

(in reply to R35)
Post #: 156
RE: New Units for PC - 12/10/2015 1:50:51 AM   
Putin


Posts: 21
Joined: 10/21/2015
Status: offline
quote:

Modern War Corps

Do you plan to finally do a Modern War Corps or something similar in the style People"s General !? And how soon we can buy or just download these projects ?

(in reply to Brazenman)
Post #: 157
RE: New Units for PC - 12/10/2015 6:11:10 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
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R-35

M22 Locust
https://en.wikipedia.org/wiki/M22_Locust

Link for unit
https://www.sendspace.com/file/btxwu1

(in reply to Putin)
Post #: 158
RE: New Units for PC - 12/10/2015 6:16:06 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
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R-35

T-90 SPAAG ground
Link for new unit
https://www.sendspace.com/file/1tklds

107mm gun M1910/30
https://en.wikipedia.org/wiki/107_mm_gun_M1910/30

Link for new unit
https://www.sendspace.com/file/csqu53

< Message edited by Brazenman -- 12/10/2015 7:17:33 AM >

(in reply to Brazenman)
Post #: 159
RE: New Units for PC - 12/10/2015 9:03:44 AM   
R35

 

Posts: 362
Joined: 8/10/2013
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Thank you!

The T-90 SPAAG is one of those units that were released as part of the Allied General pack and does not have a bigunits/info card. If possible, please release that too.

(in reply to Brazenman)
Post #: 160
RE: New Units for PC - 12/10/2015 11:34:25 AM   
Ralle


Posts: 64
Joined: 11/11/2011
Status: offline
What kind of sounds do you plan to use for the new units? The vanilla sounds, or "Real Sound Mod", or maybe something totally new?
I`m asking because in my game I use RSM and I would really like to keep using this. Anyways I`m unsure if vanilla or RSM have correct soundfiles for a lot of the new units.

(in reply to R35)
Post #: 161
RE: New Units for PC - 12/11/2015 4:48:29 AM   
Brazenman

 

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R-35

FAI Armored Cars
https://en.wikipedia.org/wiki/FAI_armoured_car
http://www.tanks-encyclopedia.com/ww2/soviet/soviet_FAI.php


Link for new unit
https://www.sendspace.com/file/c3rd8n





(1st example for an soviet Winter Camo)

< Message edited by Brazenman -- 12/11/2015 5:53:38 AM >

(in reply to Ralle)
Post #: 162
RE: New Units for PC - 12/11/2015 4:51:45 AM   
Brazenman

 

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R-35

KhTZ-16
http://www.tanks-encyclopedia.com/ww2/soviet/soviet_KhTZ-16.php
https://en.wikipedia.org/wiki/KhTZ-16


Link for new unit
https://www.sendspace.com/file/gjbyjv

(in reply to Brazenman)
Post #: 163
RE: New Units for PC - 12/11/2015 10:06:20 AM   
R35

 

Posts: 362
Joined: 8/10/2013
Status: offline
Thank you! I have added a Winter theatre and will implement these accordingly. One thing to remember though. Currently, the extra theatres do not restrict units to them (like Europe and Africa do). Instead they act like the theatres from Allied Corps and exclude units from them. So, until they refine this feature with another patch, we can`t make a unit that is available only in Winter scenarios and not in Europe of Africa scenarios. The flipping of unit skin from winter mod to european to african scenarios works fine though as long as the unit is available in all of them. So, for the time being, if you want to make some sort of ski/sledge that is not meant to appear in regular scenarios or in Africa I propose to make it non-recrutable and only place it manually on the map in Winter scenarios.

@Ralle I haven`t familiarized myself with the custom sounds mod so far. One thing that matters imo when you add a custom firing sound is that it needs to match the firing animation and not start before or after that. For the time being the sounds are those from vanilla PzC.

(in reply to Brazenman)
Post #: 164
RE: New Units for PC - 12/11/2015 12:26:58 PM   
Karaganov

 

Posts: 382
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From: Moscow - Hero City
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Ooooh!
Light Armored Car FAI
Thank you! Great unit!



Brazenman
What is the difference between the FAI and the FAI-M?

(in reply to R35)
Post #: 165
RE: New Units for PC - 12/11/2015 1:39:35 PM   
R35

 

Posts: 362
Joined: 8/10/2013
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quote:

ORIGINAL: Karaganov

What is the difference between the FAI and the FAI-M?

The only differences in terms of unit stats would be these as far as I can see (on the tanks-encyclopedia site):

quote:

The engine was also rated now to 50 hp, max speed raised to 90 kph (56 mph), fuel capacity was increased from 40 to 60 liters and range rose accordingly from 200 to 315 km (195 miles).

In game they would translate into a movement value of 9 and a higher fuel value.

The rest are just a matter of aesthetics (body length, wheel aspect etc.).

< Message edited by R35 -- 12/11/2015 2:40:40 PM >

(in reply to Karaganov)
Post #: 166
RE: New Units for PC - 12/12/2015 5:42:32 AM   
Brazenman

 

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Joined: 1/23/2015
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quote:

ORIGINAL: R35

quote:

ORIGINAL: Karaganov

What is the difference between the FAI and the FAI-M?

The only differences in terms of unit stats would be these as far as I can see (on the tanks-encyclopedia site):

quote:

The engine was also rated now to 50 hp, max speed raised to 90 kph (56 mph), fuel capacity was increased from 40 to 60 liters and range rose accordingly from 200 to 315 km (195 miles).

In game they would translate into a movement value of 9 and a higher fuel value.

The rest are just a matter of aesthetics (body length, wheel aspect etc.).



Yes, it's true, it's almost the same thing.

difference is that
FAI (Ford-A Izhorskiy) is made on the chassis of Ford-A
FAI-M (modernized) is made on the chassis of GAZ-M1

But in 1941, was another armored car - BAI-M (Armored Car Izhorskiy - Modernized)
And it was a completely different car.

(in reply to R35)
Post #: 167
RE: New Units for PC - 12/12/2015 10:55:02 PM   
Ralle


Posts: 64
Joined: 11/11/2011
Status: offline

quote:

ORIGINAL: R35

@Ralle I haven`t familiarized myself with the custom sounds mod so far. One thing that matters imo when you add a custom firing sound is that it needs to match the firing animation and not start before or after that. For the time being the sounds are those from vanilla PzC.


Thank`s for the information. Yes sure the sound has to fit the animation. That`s why RSM also added a few animations as well.

(in reply to R35)
Post #: 168
RE: New Units for PC - 12/13/2015 8:22:53 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
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R-35

Great news!
H.Balck start with the ship packets!

Italian WW2 ships packet

Link for new units
https://www.sendspace.com/file/zg7pd6

< Message edited by Brazenman -- 12/13/2015 10:01:34 AM >

(in reply to Ralle)
Post #: 169
RE: New Units for PC - 12/13/2015 8:29:12 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
Status: offline
R-35

Type 93 Armoured Car
https://en.wikipedia.org/wiki/Type_93_Armoured_Car


Link for new unit
https://www.sendspace.com/file/kmd128


Model 97 Nissan Staff Car

Link for new unit
https://www.sendspace.com/file/nnyf0t


< Message edited by Brazenman -- 12/13/2015 9:59:58 AM >

(in reply to Brazenman)
Post #: 170
RE: New Units for PC - 12/13/2015 8:38:47 AM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline
The Italian ships look fantastic!

_____________________________

Richard

(in reply to Brazenman)
Post #: 171
RE: New Units for PC - 12/13/2015 9:03:28 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
Status: offline

quote:

ORIGINAL: cataphract88

The Italian ships look fantastic!



All units of H.Balck - this work of art!!!

(in reply to Cataphract88)
Post #: 172
RE: New Units for PC - 12/13/2015 9:56:07 AM   
columba555

 

Posts: 3
Joined: 10/18/2013
From: SEVILLA
Status: offline
The boats are great (I'm not complaining), but I'd rather he could continue with aircraft, because they are more used in the campaigns and scenarios and look over the boats. The work of this man is impressive.

(in reply to Brazenman)
Post #: 173
RE: New Units for PC - 12/13/2015 1:11:08 PM   
R35

 

Posts: 362
Joined: 8/10/2013
Status: offline
quote:

Model 97 Nissan Staff Car

@Brazenman if I remember correctly this was requested by you. Could you please tell me what should the purpose of this transport be in game? I mean how should it be implemented. PzC has no special attributes for staff units as far as I`m aware. There are no initiative bonuses or prestige rewards that can be tied to units (that I know). Maybe you know something more about this.

Actually, the ships are kinda cool. It`s one of the annoying things in PzC that you can`t tell one faction`s ship from another, let alone the fact that they have the same stats. Being able to implement classes would add to the game. That said, there are a couple of things:

1. is anyone here a naval enthusiast and willing to help me with the unit stats for the different classes? I could of course research this myself, but it will add alot of time to development.

2. I think the current graphics are too dark and this makes details hard to see. For example, this shot shows H.Balck`s new Littorio class battleship in the center, to the left is bebro`s Littorio class and to the right is the vanilla PzC generic axis battleship. Maybe more light on the render scene would be more appropriate for this size.

EDIT: shouldn`t we have those aerial identification strips on the italian ships? It makes them easier to recognize in game and looks exotic by comparison. :D
http://www.trumpeter-china.com/Uploads/201508/55e11ef1741da.jpg
http://forum.worldofwarships.com/index.php?/topic/899-italys-battleship-roma/





Attachment (1)

< Message edited by R35 -- 12/13/2015 2:18:47 PM >

(in reply to columba555)
Post #: 174
RE: New Units for PC - 12/14/2015 4:48:59 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
Status: offline
R-35

T-18M
http://www.tanks-encyclopedia.com/ww2/soviet/soviet_T18.php


Link for new unit
https://www.sendspace.com/file/q60mj4



BM-8-36 82mm Rocket Launchers
(Last missing Rocket Launcher)


Link for new unit
https://www.sendspace.com/file/e38geh



T-34 Mine-clearing

Link for new unit
https://www.sendspace.com/file/l0ix7e

(in reply to R35)
Post #: 175
RE: New Units for PC - 12/14/2015 5:27:45 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
Status: offline

quote:

ORIGINAL: R35

quote:

Model 97 Nissan Staff Car

@Brazenman if I remember correctly this was requested by you. Could you please tell me what should the purpose of this transport be in game? I mean how should it be implemented. PzC has no special attributes for staff units as far as I`m aware. There are no initiative bonuses or prestige rewards that can be tied to units (that I know). Maybe you know something more about this.



H.Balck and Karaganov use them in their scenarios on large maps to identify headquarters of the major divisions on the map.

You do not need to add HQ units to the main mod.
But please make these units and we will be able to use them. That is my personal request

(in reply to R35)
Post #: 176
RE: New Units for PC - 12/14/2015 7:36:24 AM   
R35

 

Posts: 362
Joined: 8/10/2013
Status: offline
Thank you for the new units!

quote:

You do not need to add HQ units to the main mod.
But please make these units and we will be able to use them. That is my personal request

Of course. From now on the graphics will be assembled and included in the mod.

Frankly, if the units are not recruitable, I could just as well include them in the text files too. That way, anyone who designs a scenario can add them on the map if he so wishes.

Could you post the equipment.pzdat and efx.pzdat entries of a HQ unit and transport from Karaganov`s files so I know what you expect to have?

quote:

H.Balck and Karaganov use them in their scenarios on large maps to identify headquarters of the major divisions on the map.

So, they`re nothing more than graphical markings basically?

< Message edited by R35 -- 12/14/2015 8:38:40 AM >

(in reply to Brazenman)
Post #: 177
RE: New Units for PC - 12/14/2015 8:09:32 AM   
Brazenman

 

Posts: 1001
Joined: 1/23/2015
Status: offline

quote:

ORIGINAL: R35

quote:

You do not need to add HQ units to the main mod.
But please make these units and we will be able to use them. That is my personal request

Of course. From now on the graphics will be assembled and included in the mod.

Frankly, if the units are not recruitable, I could just as well include them in the text files too. That way, anyone who designs a scenario can add them on the map if he so wishes.

Could you post the equipment.pzdat and efx.pzdat entries of a HQ unit and transport from Karaganov`s files so I know what you expect to have?


Excellent! it would be great!!!

11001 HQ-1 0 350 0 200 20 2 0 0 0 0 0 0 8 16 2 0 3 Soviet_HQ-1.png 11.11.1939 01.01.1946 2 Hauptquartier close minekiller glider land sea rail glider
11002 HQ-2 0 400 0 240 24 2 0 0 0 0 0 0 8 16 2 0 3 Soviet_HQ-2.png 11.11.1939 01.01.1946 2 Hauptquartier close minekiller glider land sea rail glider


quote:

ORIGINAL: R35

quote:

H.Balck and Karaganov use them in their scenarios on large maps to identify headquarters of the major divisions on the map.

So, they`re nothing more than graphical markings basically?


Unfortunately this is the case
I proposed that they were responsible for the possibility of replenishment and the hiring of new units, but Karaganov did not hear me...

(in reply to R35)
Post #: 178
RE: New Units for PC - 12/14/2015 8:47:54 AM   
R35

 

Posts: 362
Joined: 8/10/2013
Status: offline
The problem is that looking at the files, the only complete HQ unit that has been released so far (as far as I can see) by H.Balck is the Polish HQ (it has both the battle card and the bigunits/info card). The German HQ only has the battle card and no bigunits card. I can`t find any Soviet HQ unit. Maybe H.Balck could post the HQ units again in case I lost them.

EDIT: wait a second, does the actual car/truck represent the HQ unit? I was thinking it is just the transport of the HQ and was expecting to see the HQ as a group of dismounted officers (like the Polish HQ from an earlier version).

quote:

Unfortunately this is the case
I proposed that they were responsible for the possibility of replenishment and the hiring of new units, but Karaganov did not hear me...

How would you implement that?

The only thing you could do with HQ units I think would be to tie them to a script. So that for example if one is destroyed the enemy gets a prestige bonus or you get a prestige loss(I haven`t tried subtracting prestige yet; I`m just assuming it`s possible). For example I had considered adding the Polish High Command and treasure to my Poland 1939 scenario and make some scripts which would give a prestige bonus if you manage to evacuate them successfully to Romania, but that has more sense as part of a campaign.

EDIT: what version of T-34 is the mine clearing unit based on? I need to know what stats to give it. Also, when should it enter service?

quote:

BM-8-36 82mm Rocket Launchers
(Last missing Rocket Launcher)

Wikipedia says it was approved in August 1941. Any idea when it actually entered service?

< Message edited by R35 -- 12/14/2015 10:50:59 AM >

(in reply to Brazenman)
Post #: 179
RE: New Units for PC - 12/14/2015 6:00:22 PM   
Ballermann

 

Posts: 30
Joined: 1/13/2013
From: Germany
Status: offline

BTW:
Good news, Soviet Corps is comming, first perview:

http://www.slitherine.com/games/sovcorp_pc

_____________________________

Sorry, for my bad school english...

(in reply to R35)
Post #: 180
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