[Mod] Amulet Mod - Units/Graphics/Sound Mod

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

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

Messmann
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 249
Joined: Sun Mar 31, 2013 4:09 pm

Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

Locarnus wrote: Sat Sep 12, 2026 5:42 pm
Thank you!

The hero rng is imho one of the most frustrating aspects of Panzer Corps, especially for longer campaigns.

Yes, the longer the campaign lasts, the more disappointing heroes come up.

Be that as it may, I wonder what might happen if you convert a unit with a range hero to a tank unit. :)
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
Locarnus
Major - 8.8 cm FlaK 36
Major - 8.8 cm FlaK 36
Posts: 996
Joined: Tue Jul 19, 2011 8:14 pm

Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Locarnus »

Messmann wrote: Sat Sep 12, 2026 6:18 pm
Locarnus wrote: Sat Sep 12, 2026 5:42 pm
Thank you!

The hero rng is imho one of the most frustrating aspects of Panzer Corps, especially for longer campaigns.

Yes, the longer the campaign lasts, the more disappointing heroes come up.

Be that as it may, I wonder what might happen if you convert a unit with a range hero to a tank unit. :)
Afaik range only matters for arty and AA classes.
Eg in my mod switchable vehicles like mobile AA and self propelled arties generally use tank instead of AT class for direct fire mode.

But it has been a while that I dived deep into that.
With regards to the equipment file I'm currently more focused on airforce balancing, which is a headache. :wink:
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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