New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

matadrox
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Sun Dec 01, 2019 3:48 pm

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

Post by matadrox »

Ok. Forgive me I having missed this. I am actually not playing the Russian campaign. It is possible that for this direction the mod would must be have to be completed
bondjamesbond
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1836
Joined: Mon Jun 27, 2022 10:10 pm

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

Post by bondjamesbond »

Last edited by bondjamesbond on Fri May 30, 2025 7:20 am, edited 3 times in total.
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matadrox
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Sun Dec 01, 2019 3:48 pm

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

Post by matadrox »

Hi everyone! Listen playing Citadel, after losing and winning, I am thrown at Moscow. And Moscow must be won, otherwise it's over. It seems to me that from under Kursk after losing, I should be thrown under Stalingrad.

ok I already know that in order to get to Stalingrad, I have to go from Barbarossa
kieronus
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 6
Joined: Tue Jun 03, 2008 12:01 am

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

Post by kieronus »

A suggestion!

Normandy campaign:
The Germans have too many free fighter aircraft, the Allies not enough. I achieved air fighter superiority relatively easily and then turkey shot the allied bombers to pieces, after that I moved my panzers to the front with zero hindrance and hammered the allied ground forces from above and below.
Obviously this should not be a remotely possible situation by mid 44 for the Germans to be in. I suggest cutting the free fighters down and having more allied fighters timed to spawn as the campaign grinds on. The player should feel and fear the massive allied air power disadvantage and have to win despite it (and not be able to achieve anything more than temporary local air superiority).

Cheers!
strubbel80
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 34
Joined: Wed Apr 01, 2020 4:11 pm

Panzer Corps Campaign

Post by strubbel80 »

Hello Mod Team.

So why in the MOD campaign after victory over Moskau 41/43 I can't choose Sealion?
In the original Panzer Corps i can choose.
It will come later?


Greetings
Kotoulas
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 29
Joined: Thu Jul 14, 2016 7:27 am

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.20

Post by Kotoulas »

ajs81 wrote: Thu Feb 13, 2025 8:17 am I wrote both large scenarios Europe at War and World at War with the intention that they would be scenarios for a 1 vs 1 game. This is absolutely not a scenario for a human vs AI
Unfortunately, as it turned out, people do not play 1 vs 1, and playing with a computer makes no sense. And time. One turn is at least an hour if not two.

I also thought that if the map was realistic and there were events like those that took place during WWII, more people would play. I was wrong.
Also, ich find beide großartig. Sehr gute Arbeit!
Wer mag, ich wäre für beide Karten spielbereit!!!!

Beste Grüße
Frank
ajs81
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 400
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.20

Post by ajs81 »

Kotoulas wrote: Wed Jun 11, 2025 11:52 am
ajs81 wrote: Thu Feb 13, 2025 8:17 am I wrote both large scenarios Europe at War and World at War with the intention that they would be scenarios for a 1 vs 1 game. This is absolutely not a scenario for a human vs AI
Unfortunately, as it turned out, people do not play 1 vs 1, and playing with a computer makes no sense. And time. One turn is at least an hour if not two.

I also thought that if the map was realistic and there were events like those that took place during WWII, more people would play. I was wrong.
Also, ich find beide großartig. Sehr gute Arbeit!
Wer mag, ich wäre für beide Karten spielbereit!!!!

Beste Grüße
Frank
To play such a game, we first need to establish some rules.

1. The unit file must be modified, the ranges of ships, planes, max. artillery shot is 2 hex for artillery +150mm

2. Establishing that new tank units appear only in factories in a given country, e.g. the Germans cannot field a tank division in Minsk, they must transport it from Germany, just as the English cannot field such a division in Cairo, they must transport it from the British Isles

3. Paratroopers can appear at a maximum flight distance of a transport plane.

4. The Soviets can field as many infantry units as they want on their own soil, but they can no longer do so, e.g. in Dresden. The same applies to all countries except the Germans and their Osttruppen.

If you have any comments, please let me know.
Kotoulas
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 29
Joined: Thu Jul 14, 2016 7:27 am

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.20

Post by Kotoulas »

ajs81 wrote: Thu Jun 12, 2025 11:13 am
Kotoulas wrote: Wed Jun 11, 2025 11:52 am
ajs81 wrote: Thu Feb 13, 2025 8:17 am I wrote both large scenarios Europe at War and World at War with the intention that they would be scenarios for a 1 vs 1 game. This is absolutely not a scenario for a human vs AI
Unfortunately, as it turned out, people do not play 1 vs 1, and playing with a computer makes no sense. And time. One turn is at least an hour if not two.

I also thought that if the map was realistic and there were events like those that took place during WWII, more people would play. I was wrong.
Also, ich find beide großartig. Sehr gute Arbeit!
Wer mag, ich wäre für beide Karten spielbereit!!!!

Beste Grüße
Frank
To play such a game, we first need to establish some rules.

1. The unit file must be modified, the ranges of ships, planes, max. artillery shot is 2 hex for artillery +150mm

2. Establishing that new tank units appear only in factories in a given country, e.g. the Germans cannot field a tank division in Minsk, they must transport it from Germany, just as the English cannot field such a division in Cairo, they must transport it from the British Isles

3. Paratroopers can appear at a maximum flight distance of a transport plane.

4. The Soviets can field as many infantry units as they want on their own soil, but they can no longer do so, e.g. in Dresden. The same applies to all countries except the Germans and their Osttruppen.

If you have any comments, please let me know.
Hallo ajs81,
macht Sinn und passt, damit man ein vernüftiges Speilvergnügen haben kann.
Magst Du eine Runde probieren?
Beste Grüße
Frank
ajs81
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 400
Joined: Sat Dec 19, 2015 2:01 pm

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.20

Post by ajs81 »

[/quote]

Hallo ajs81,
macht Sinn und passt, damit man ein vernüftiges Speilvergnügen haben kann.
Magst Du eine Runde probieren?
Beste Grüße
Frank
[/quote]
Good idea, but first I need to prepare the file. It will take about 2 days. I will start work on Wednesday.
ajs81
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 400
Joined: Sat Dec 19, 2015 2:01 pm

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

Post by ajs81 »

Finally finished after 4 days of work. This file equipment is only for the World at War scenario. C:\Panzer Corps\Data

The changes concerned:
1. Artillery fires at 1,2 or max 3 hexes distance 0-100, 105-203, above 203, but not Nebelwerfer
2. The price of tanks caused a lot of problems. Here I came to the conclusion that the reference would be the cost in dollars, and the reference was Pz IV H and its cost, hence German tanks from Pz III A to Maus are designated in RM cost and converted from the reference 500 prestige. That is why Tiger VI E costs as much as 1250 (2.5 times higher cost than with IV H)
Again, Allied tanks are counted in dollars and converted to the RM - $ coefficient.
That's why Churchill costs almost 1000 prestige because it was very expensive to produce, and M4 doesn't cost about 400.

All enemy tanks cost 1000 so that there is no situation where suddenly, for example, Finland can have 10x KV-2 or the British have Mauses or Tigers.

Soviet T-34s are getting cheaper to produce depending on the type. So the T34\40 is more expensive than the T34\43

3. All planes have real ranges divided by 25km (hex size). Same for bombers.

Fighters have new attack coefficients, but these are minor changes. Almost 280 types of fighters have an attack coefficient based on armament. Points for 30mm, 20mm cannons, 12.7 and 7.92 mm rifles

4. Ship ranges are also changed and converted to a turn of 7 days, but Italian and Japanese ships have shorter ranges due to fuel shortages. Similarly, ship costs are included about the main artillery; battleships have only 2 hex ranges, i.e. up to 50km. Soviet submarines, due to their archaic technology, have only half the naval attack of American or German submarines.
Italian or German aircraft carriers have an absurd cost of 5,000

https://www.mediafire.com/file/0oi41neh ... t.zip/file
Last edited by ajs81 on Tue Jun 24, 2025 8:29 pm, edited 1 time in total.
bondjamesbond
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1836
Joined: Mon Jun 27, 2022 10:10 pm

Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

Post by bondjamesbond »

ajs81 wrote: Sat Jun 21, 2025 8:43 pm Finally finished after 4 days of work. This file equipment is only for the World at War scenario. C:\Panzer Corps\Data

The changes concerned:
1. Artillery fires at 1,2 or max 3 hexes distance 0-100, 105-203, above 203, but not Nebelwerfer
2. The price of tanks caused a lot of problems. Here I came to the conclusion that the reference would be the cost in dollars, and the reference was Pz IV H and its cost, hence German tanks from Pz III A to Maus are designated in RM cost and converted from the reference 500 prestige. That is why Tiger VI E costs as much as 1250 (2.5 times higher cost than with IV H)
Again, Allied tanks are counted in dollars and converted to the RM - $ coefficient.
That's why Churchill costs almost 1000 prestige because it was very expensive to produce, and M4 doesn't cost about 400.

All enemy tanks cost 1000 so that there is no situation where suddenly, for example, Finland can have 10x KV-2 or the British have Mauses or Tigers.

Soviet T-34s are getting cheaper to produce depending on the type. So the T34\40 is more expensive than the T34\43

3. All planes have real ranges divided by 25km (hex size). Same for bombers.

Fighters have new attack coefficients, but these are minor changes. Almost 280 types of fighters have an attack coefficient based on armament. Points for 30mm, 20mm cannons, 12.7 and 7.92 mm rifles

4. Ship ranges are also changed and converted to a turn of 7 days, but Italian and Japanese ships have shorter ranges due to fuel shortages. Similarly, ship costs are included about the main artillery; battleships have only 2 hex ranges, i.e. up to 50km. Soviet submarines, due to their archaic technology, have only half the naval attack of American or German submarines.
Italian or German aircraft carriers have an absurd cost of 5,000

https://www.mediafire.com/file/akw3tjut ... pzeqp/file
Thank you, it turned out to be a very exciting addon, but unfortunately there is not enough time and patience to play it)
https://wwii.space/gruzovyie-i-spetsial ... mobili-ve/
https://truck-encyclopedia.com/ww2/ussr ... trucks.php

Image
https://dive-orel.ru/blog/articles/chas ... oshadkax-i

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https://www.kolesa.ru/article/ford-bedf ... -lend-liza

Image
https://dzen.ru/a/YDuep4L8IXVNkwTs


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The damaged tanker Ohio of the British convoy WS21S (Operation Pedestal) enters Grand Harbor in Valletta, Malta.

In 1942, this American tanker was chartered by the British Ministry of War Transport and manned by a British crew. En route to Malta, the tanker was damaged by an Italian Axum submarine torpedo, then by bombs from German bombers; a downed Ju 87 fell to the ship's deck. Nevertheless, the tanker remained afloat, although she lost steam and the crew abandoned her twice due to impending doom. Towed by destroyers HMS Penn and HMS Ledbury, the ship was able to deliver a very important cargo - fuel - to Malta. One of the escort destroyers can be seen behind the Ohio. After the fuel was pumped out in port, the tanker sank.

Translated with DeepL.com (free version)
https://waralbum.ru/327802/

P.s.
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I have such a question after connecting some mod I disappear addons Allied Corps Soviet Corps and Africa !!!! I bought them a long time ago as I own the full gold version in steam, but I am offered to buy them again ) Maybe there is some kind of fix or a general serial number that when running any mod addons do not disappear !?
https://mynickname.com/id73473
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