PanzerKrieg Map Mod (DISCUSSION)

Post new mods and scenarios here.

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Redmarkus5
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

ORIGINAL: joeyeti

Map colors I mean :)

The hex image sizes are the same, but the folder structure is a little different and WtP has larger and smaller hex images in the same folders, while DC2 uses a DC, DCSMALL and DCBIG folder structure. You need to navigate around a little bit.

The image names are also different, so you'll need to do some re-naming.

Start with something line Plains or Fields and use my modded Plains image to see what result you get. Be prepared to do a lot of work on this - modding map graphics isn't as simple as it looks.
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

PanzerKrieg version 3.2 will be available for download from the sticky download thread at the top of this forum in a few minutes.
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budd
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RE: Board Game Map Mod (REL)

Post by budd »

Redmarkus

I must be doing something wrong with your mod. I unzipped it into the mod folder and the map remains the same. The PzKrg_Op_Blue_Full_V1_2.dc2 Scenario file didnt drop into the scenario folder, i moved it over. I have to use load the scenario and load above scenario to use your mod, right? Here what JSME looks like after unzipping into mod folder and then what the map looks like after using load scenario button and loading your scenario file. I also tried moving the scenario file in JSME to the right, same thing. The only changed i noticed was black font.

Image
maybe i could see a shot of what JSME looks like for you with mod working.
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

PanzerKrieg Version 3.2 released.

WW2 Unit Photos Mod released.

See the top post here for the download links: tm.asp?m=3147536&mpage=1&key=&#3147537
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

Hi.

Looks like you pasted the files one level too far down.

JSGME should look like this image.

I will paste a screenie of my Game folder structure as well.

Image
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

Folder structure

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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

ORIGINAL: **budd**

Redmarkus

I must be doing something wrong with your mod. I unzipped it into the mod folder and the map remains the same. The PzKrg_Op_Blue_Full_V1_2.dc2 Scenario file didnt drop into the scenario folder, i moved it over. I have to use load the scenario and load above scenario to use your mod, right? Here what JSME looks like after unzipping into mod folder and then what the map looks like after using load scenario button and loading your scenario file. I also tried moving the scenario file in JSME to the right, same thing. The only changed i noticed was black font.

maybe i could see a shot of what JSME looks like for you with mod working.

Map should look like this: fb.asp?m=3156647 if you installed correctly.

Clicking on LOAD Scenario should show you a scenario called 'PzKrg_Op_Blue_Full_V1_2.dc2' in your scenario list.

What happens when you unzip the file somewhere else? You should choose 'extract to' and the name of the zip folder - don't extract out the folder contents...

Image
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RE: Board Game Map Mod (REL)

Post by budd »

Thx for the screenshots, got it figured out. I needed to add a folder level. I deleted your other mods out of the mod folder and when i extracted right to the mod folder i got what you see in the top left shot. all i did was add a folder and it worked. I had to do the same for the portrait mod. I know i asked for the terrain stuff to stay, but it just don't look right[:D] question is, why is it there and how do i get rid of it.[see below]

Image

The portrait mod was the only one i had activated when i took the screenshots
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budd
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RE: Board Game Map Mod (REL)

Post by budd »

when i use the panzerkreig mod 3.2 and load your scenario file no terrain graphics show. So how do i use the portrait mod with the other stock scenarios or other mods?
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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RE: Board Game Map Mod (REL)

Post by budd »

Redmarkus
These are the files i altered to remove the terrain info from the portrait mod. Is this right and are these all the files i have to alter? I simply loaded them into an editor and erased the graphic but left the file behind. I backed the files up first of course. Seems to work, but i dont know if i altered all the right files, advice please[:'(] here's the pic of the files i altered.

Image
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

Looks like you got them all.

My unit graphics mods are all designed to work over the main PanzerKrieg map mod. Unfortunately, I can't support every mod variation people might choose...
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

ORIGINAL: **budd**

Thx for the screenshots, got it figured out. I needed to add a folder level. I deleted your other mods out of the mod folder and when i extracted right to the mod folder i got what you see in the top left shot. all i did was add a folder and it worked. I had to do the same for the portrait mod. I know i asked for the terrain stuff to stay, but it just don't look right[:D] question is, why is it there and how do i get rid of it.[see below]

Image

The portrait mod was the only one i had activated when i took the screenshots

Also, you might want to delete my other older mod folders now and download the 3.2 versions of the Units Graphics mods.

Everything else is now incorporated in the main mod. All you need from me at this stage is what I showed in the JSGME screenie.
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

You could also just save the grass etc. overlays as B&W...
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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

I have been looking at the Wehrmacht infantry division TOEs and they look a bit off:

- Too few Schutzen in the Infantry Regts.
- Way too many in the Artillery Regt.
- The important Pioneer, Recon and Fusilier Regts are all absent.

Here's what I have done for one German ID and I may try spreading this across all of them. Not sure about the impact on game balance or what OOB mods might be needed on the Soviet side. I do know that the armor numbers are off.

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RE: Board Game Map Mod (REL)

Post by aspqrz02 »

Good work with the Infantry Division! Well done.

I suspect that the TO&Es of all the units, on both sides, have been fudged to some degree or other.

(Certainly the Soviet AT Battalion possibly has too many trucks (depending on what a "truck" represents) and definitely has too many gun tubes for both light and heavy AT guns.)

The problem, especially with Soviet units, is that the TO&E was more a pious hope than reality ... if one is to believe Glantz, Soviet units were routinely 40-60% understrength in secondary areas and 20-40% understrength in primary areas of the front line, and only Guards units tended to be close to TO&E strength, perhaps even over-strength.

The Germans attempted to keep their units more up to strength than the Soviets did, but weren't always able to do it. As for the German allies, ghu only knows what their actual strengths were like, but, I suspect, they would have been routinely understrength as well.

I seriously doubt that it would be reasonably possible to do more than guess the actual strengths of units even at the start of the larger Scenarios in DCCB ... possibly for the smaller scenarios, perhaps ... the research load would be ... heavy ... [X(]

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RE: Board Game Map Mod (REL)

Post by Redmarkus5 »

it should be posisible to create a reasonably accurate German OOB, as it's reasonably well documented, and then play test until a Soviet OOB that feels 'right' is arrived at... At least for PBEM purposes.

Editing Soviet replcements also offers an oppoortunity to re-balance...

I do like to play with Divisions that look somewhat historical, at least in terms of basic structure if not numbers.
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RE: Board Game Map Mod (REL)

Post by aspqrz02 »

Doing the same for the Axis allies - Romania and Hungary, for sure, would be, I suspect, more problematic. Italy and the Slovaks should probably be OK, though.

I really need to have a detailed look through the Nafziger OOB/TO&E collection to see what is available for the time period ... and see what the differences are. I have plenty of time at the moment, but about five other things demanding my attention simultaneously ... so maybe learning the ins and outs of a balky Editor isn't going to happen fast if and when I have the time to do the research ... but its something I'll look into.

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RE: Board Game Map Mod (REL)

Post by Hexagon »

OOBs need a full rebalance... first see non arty regiments in non german units is... [:-] (is a lot better leave arty in a regiment and reinforce infantry regiments with AT rifles, maybe 5 76mm and MGs like in DC1) and miss the infantry battalion in mech brigades is a problem (maybe here is needed a specific infantry unit you know tank raiders usually has more SMGs than regular infantry this means more power in assault) like miss the mortars and flak units that these units have.

Is the problem with regimental scale... if VIC release a DC3 i love see it at battalion scale maybe covering North Africa [;)]

PD: maybe using PzC OOBs could be a good idea, they are standarized and could be used as base.
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RE: Board Game Map Mod (WiP)

Post by Alikchi2 »

I think the greener option looks great, the tan is almost too high contrast for me. It's visually jarring.
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RE: Board Game Map Mod (WiP)

Post by Redmarkus5 »

ORIGINAL: Alikchi

I think the greener option looks great, the tan is almost too high contrast for me. It's visually jarring.

I have moved away from both to the OCS color scheme, which I have copied wherever possible.

It's impossible to please everyone, nor can I support multiple map versions, and OCS is a highly popular series with lovely map work, so I decided to just go with that.

Anyone who is even just slightly competent will be able to replace the Plains hex type with either my green ones of Krupp_88's tiles in a matter of seconds. Sadly, everyone else will have to stick to eating cake :)
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