Ritterkrieg Mod Discussion
Moderator: Vic
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- Posts: 86
- Joined: Sat Aug 15, 2009 5:21 pm
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RE: German map HQ flag mod
A minor update to fix the Slovak, Romainian Mt, and SEC infantry icons as well as a Soviet BBC workaround have been uploaded to the download thread. Still working on the BBC thing - it seems to be hardcoded into the scenario file so I am trying to sort that out!
Changes completed thus far:
-Soviets are Khaki; Guards are maroon red. Milita are light Khaki. NKVD are dark green, Marines are blue/black.
-Germans are Field Grey; Italians are tan; Hungarians are Green, Romanians are yellow/green. SS are black, GD are dark field grey.
-artillery units are shown with a white dot center.
-Nazi flag 'corrected' at all three levels of zoom
-unit names for SS adjusted (Wik is now Wiking, etc)
-Militia changed from flag to 'Militia"
-mechanized showing appropriate NATO symbol when attached to Tank Divisions
-Tanks showing appropriate NATO symbol when attached to Mechanized Infantry Divisions
-unit sized now displayed properly on top of counter
-changed Hungarian 1st Armoured Div to Motor Infantry NATO
-changed StuG Bns to new armoured artillery NATO
-changed Panzerjagers to new armoured antitank NATO
-changed 1st SS Brigade to Mech Infantry NATO
-changed the regimental bars to not interfere with the NATO icon.
-renamed Panzer/Motorized Divisions from 16th, 24th to 16 mot, 24 PzDiv, etc
-colorized Soviet Air force to light blue.
-new SS insignia on counter for all Waffen SS.
-NEW GD NATO icons
-Soviet Mech formation correction
-Standardized all 'special' units by moving icon to lower right of counter. This includes SS, all guards, GD, Slovak, NKVD, Soviet Marines.
-Modded the HQs to now use pennants. OKH and STAVKA still use Regime flags.
-Modded unit size for Independent as well.
-NEW NATO for aircraft for all 3 zoom levels. I hope this will make everything easier to identify when selecting air units for attack. In order to use the aircraft graphic at an easily identifiable size, the unit name had to be removed. It is still available when you click on the aircraft unit in the info panel. C'est la vie!!
For ease of identification, middle zoom has a letter...
F=Fighter
S=Stuka/Stormovic
B=Bomber
Changes completed thus far:
-Soviets are Khaki; Guards are maroon red. Milita are light Khaki. NKVD are dark green, Marines are blue/black.
-Germans are Field Grey; Italians are tan; Hungarians are Green, Romanians are yellow/green. SS are black, GD are dark field grey.
-artillery units are shown with a white dot center.
-Nazi flag 'corrected' at all three levels of zoom
-unit names for SS adjusted (Wik is now Wiking, etc)
-Militia changed from flag to 'Militia"
-mechanized showing appropriate NATO symbol when attached to Tank Divisions
-Tanks showing appropriate NATO symbol when attached to Mechanized Infantry Divisions
-unit sized now displayed properly on top of counter
-changed Hungarian 1st Armoured Div to Motor Infantry NATO
-changed StuG Bns to new armoured artillery NATO
-changed Panzerjagers to new armoured antitank NATO
-changed 1st SS Brigade to Mech Infantry NATO
-changed the regimental bars to not interfere with the NATO icon.
-renamed Panzer/Motorized Divisions from 16th, 24th to 16 mot, 24 PzDiv, etc
-colorized Soviet Air force to light blue.
-new SS insignia on counter for all Waffen SS.
-NEW GD NATO icons
-Soviet Mech formation correction
-Standardized all 'special' units by moving icon to lower right of counter. This includes SS, all guards, GD, Slovak, NKVD, Soviet Marines.
-Modded the HQs to now use pennants. OKH and STAVKA still use Regime flags.
-Modded unit size for Independent as well.
-NEW NATO for aircraft for all 3 zoom levels. I hope this will make everything easier to identify when selecting air units for attack. In order to use the aircraft graphic at an easily identifiable size, the unit name had to be removed. It is still available when you click on the aircraft unit in the info panel. C'est la vie!!
For ease of identification, middle zoom has a letter...
F=Fighter
S=Stuka/Stormovic
B=Bomber
- Templer_12
- Posts: 1710
- Joined: Mon Jan 05, 2009 11:29 am
- Location: Germany
- Contact:
Bad v3 mod?
Check post #: 80!
RE: Bad v3 mod?
Cant find the download link in the v3-thread.. [&:][&:][&:]
RE: Bad v3 mod?
ok, you uploaded v3.1
its online again
[:D][:D][:D]
its online again
[:D][:D][:D]
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- Posts: 86
- Joined: Sat Aug 15, 2009 5:21 pm
- Contact:
RE: Bad v3 mod?
...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
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
- Templer_12
- Posts: 1710
- Joined: Mon Jan 05, 2009 11:29 am
- Location: Germany
- Contact:
RE: Bad v3 mod?
I don't know.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
I don't know why the U.S. flag is in the game at all. [&:]
Ritterkrieg I'm not an expert to changing files. [:(]
I just want to be sure that this is how it all should works and I will destroy nothing.
Yes, I know I should create backups. I'll do that.
I want to just play and enjoy the great mods and not constantly work and rework in the data.
So if you say that's the way it works, that's OK - I will go with that.
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- Posts: 86
- Joined: Sat Aug 15, 2009 5:21 pm
- Contact:
RE: Bad v3 mod?
Templer, your english is so much better than my German so forgive me if I get this wrong but you dont like to update the files over and over - I can understand this.
Currently the mod is at a 'playable' state so if you are happy with what I have created as of now, play on!
I will be reworking the Soviet formations and tweaking the equipment/combat in future in version 4.
Troy Ritter
Currently the mod is at a 'playable' state so if you are happy with what I have created as of now, play on!
I will be reworking the Soviet formations and tweaking the equipment/combat in future in version 4.
Troy Ritter
- Templer_12
- Posts: 1710
- Joined: Mon Jan 05, 2009 11:29 am
- Location: Germany
- Contact:
We will get the job done
@ Ritterkrieg
Nothing to forgive.
We will get the job done. We just need a few more words than others. [;)]
Nothing to forgive.
We will get the job done. We just need a few more words than others. [;)]
- Templer_12
- Posts: 1710
- Joined: Mon Jan 05, 2009 11:29 am
- Location: Germany
- Contact:
Letters on the counters
Ups, letters on the counters.
What did I wrong?

What did I wrong?

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- DCCBLette..counter.jpg (91.05 KiB) Viewed 973 times
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RE: Letters on the counters
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
Troy
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
- Location: 0.00
RE: Bad v3 mod?
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.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
- Location: 0.00
RE: Letters on the counters
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...
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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- Posts: 86
- Joined: Sat Aug 15, 2009 5:21 pm
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Modding units
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
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
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
- Location: 0.00
RE: Modding units
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: tm.asp?m=3161261
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Ritterkrieg Mod
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.
Per aspera ad astra.
RE: Modding units
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.

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- Eng.jpg (316.38 KiB) Viewed 973 times
Per aspera ad astra.
- Redmarkus5
- Posts: 4454
- Joined: Sat Dec 01, 2007 1:59 pm
- Location: 0.00
RE: Modding units
OK, image changed for the next release of the PanzerKrieg Mod.


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- engineerGer.jpg (66.63 KiB) Viewed 975 times
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
RE: Modding units
Not sure but me thinks that guy in the water is naked! [X(]
- Templer_12
- Posts: 1710
- Joined: Mon Jan 05, 2009 11:29 am
- Location: Germany
- Contact:
RE: Modding units
No problem, redmarkus4 will mod him a tiger skin.ORIGINAL: GFelz
Not sure but me thinks that guy in the water is naked! [X(]