New Units for PC

Post new mods and scenarios here.

Moderator: MOD_PanzerCorps

User avatar
Ralle
Posts: 64
Joined: Fri Nov 11, 2011 3:44 pm

RE: New Units for PC

Post by Ralle »

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.
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

R35
Posts: 362
Joined: Sat Aug 10, 2013 9:35 am

RE: New Units for PC

Post by R35 »

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.
Karaganov
Posts: 382
Joined: Tue Jan 13, 2015 6:49 pm
Location: Moscow - Hero City

RE: New Units for PC

Post by Karaganov »

Ooooh!
Light Armored Car FAI
Thank you! Great unit!



Brazenman
What is the difference between the FAI and the FAI-M?
R35
Posts: 362
Joined: Sat Aug 10, 2013 9:35 am

RE: New Units for PC

Post by R35 »

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):
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.).
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

ORIGINAL: R35
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):
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.
User avatar
Ralle
Posts: 64
Joined: Fri Nov 11, 2011 3:44 pm

RE: New Units for PC

Post by Ralle »

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.
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

R-35

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

Italian WW2 ships packet
Image
Link for new units
https://www.sendspace.com/file/zg7pd6
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

R-35

Type 93 Armoured Car
https://en.wikipedia.org/wiki/Type_93_Armoured_Car
Image
Image
Link for new unit
https://www.sendspace.com/file/kmd128


Model 97 Nissan Staff Car
Image
Link for new unit
https://www.sendspace.com/file/nnyf0t
User avatar
Cataphract88
Posts: 730
Joined: Fri Oct 05, 2012 8:02 am
Location: Britannia

RE: New Units for PC

Post by Cataphract88 »

The Italian ships look fantastic!
Richard
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

ORIGINAL: cataphract88

The Italian ships look fantastic!


All units of H.Balck - this work of art!!!
columba555
Posts: 3
Joined: Fri Oct 18, 2013 6:14 am
Location: SEVILLA

RE: New Units for PC

Post by columba555 »

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.
R35
Posts: 362
Joined: Sat Aug 10, 2013 9:35 am

RE: New Units for PC

Post by R35 »

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/ ... 1741da.jpg
http://forum.worldofwarships.com/index. ... ship-roma/


Image
Attachments
ships1.jpg
ships1.jpg (245.74 KiB) Viewed 460 times
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

R-35

T-18M
http://www.tanks-encyclopedia.com/ww2/s ... et_T18.php
Image
Image
Link for new unit
https://www.sendspace.com/file/q60mj4



BM-8-36 82mm Rocket Launchers
(Last missing Rocket Launcher)
Image
Image
Link for new unit
https://www.sendspace.com/file/e38geh



T-34 Mine-clearing
Image
Link for new unit
https://www.sendspace.com/file/l0ix7e
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

ORIGINAL: R35
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
R35
Posts: 362
Joined: Sat Aug 10, 2013 9:35 am

RE: New Units for PC

Post by R35 »

Thank you for the new units!
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?
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?
Brazenman
Posts: 1001
Joined: Fri Jan 23, 2015 4:14 pm

RE: New Units for PC

Post by Brazenman »

ORIGINAL: R35
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

ORIGINAL: R35
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...
R35
Posts: 362
Joined: Sat Aug 10, 2013 9:35 am

RE: New Units for PC

Post by R35 »

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).
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?
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?
Ballermann
Posts: 30
Joined: Sun Jan 13, 2013 9:50 am
Location: Germany

RE: New Units for PC

Post by Ballermann »

[;)]
BTW:
Good news, Soviet Corps is comming, first perview:

http://www.slitherine.com/games/sovcorp_pc
Sorry, for my bad school english...
Post Reply

Return to “Mods and Scenarios”