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

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

Post by Farre »

Hello!

i new here, i wonder will this mod work with whole panzer corps ink the grand campaign 1939-1945? and is this the best mod for elite/ss units for the game?
i want Elite units in my Panzer corps! the SS troops!
Farre
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Farre »

Is i going to do the same thing with elite units to install this, do i nees GME?
danutz001
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by danutz001 »

It seems like a very interesting mod. Unfortunately, although I have no problem in downloading, unzipping and loading it with GME, it seems to not work when I start the game. Is it possible that this to be related to the recent update patch 1.24? Is there any conflict between the mod and said patch? Thank you in advance for your kind answer and support in resolving this matter. I am really excited and eager to play PzC with this awesome mod!!!

Regards,
SDI
Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

Hi,

Ok, as of yet, I cannot give a definite answer to the problems with 1.24. But I think it has to do with the new sound system. The option is to leave the game version at 1.23.

Other than that, I will take a look at it and get back to it. A complete refurbishing of all sound files is not possible, though. :roll:

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

Post by Farre »

Where can i find patch 1.23 to download??
Magic1111
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Magic1111 »

Farre wrote:Where can i find patch 1.23 to download??
Why 1.23?

Here you find 1.24 http://www.slitherine.com/forum/viewtop ... 21&t=68006
Farre
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Farre »

Cause Messman write its some audio problem with 1.24
Farre
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Farre »

danutz001 wrote:It seems like a very interesting mod. Unfortunately, although I have no problem in downloading, unzipping and loading it with GME, it seems to not work when I start the game. Is it possible that this to be related to the recent update patch 1.24? Is there any conflict between the mod and said patch? Thank you in advance for your kind answer and support in resolving this matter. I am really excited and eager to play PzC with this awesome mod!!!

Regards,
SDI
Hi

Have you get the Amulet mod working with patch 1.24 yet?

When i test to play it is no unit when it says SS infantry...when i gonno buy....How should the frontpage see out?, if i got the amulet mod??

I maybe not have overwrite the equipment files??
Farre
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Farre »

Can maybe Magic1111 do step by step install with pictures, how i install correct? :oops:
Magic1111
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Magic1111 »

Farre wrote:Can maybe Magic1111 do step by step install with pictures, how i install correct?
I just looked into the MOD and the problem could be, that you must NOT YET copy the folder "Amulet Mod version 200", that you become directly after unzipped, in JSGME MODS Folder, because it still contains subfolders!!!

So you're pointing to the folder "Amulet Mod version 200", click double on it (open), then you see another three folders. One of these three folders named "200 Amulet Mod" copy to JSGME MODS Folder and after enabled via JSGME it will work 100%!
DamagePoint
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by DamagePoint »

Hallo guys,
I have a problem with "Gebirgsjäger" Combat Sound. I have no idea what is the problem mod.

I have installed:

MMDD 1.11
RSM Redux 1.25
RSM Redux Sfx 1.0
Amulet Mod 2.0

can you help me?
Last edited by DamagePoint on Mon May 09, 2016 7:10 pm, edited 1 time in total.
Magic1111
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Magic1111 »

DamagePoint wrote: I have installed:

MMDD 1.11
RSM Redux 1.25
RSM Redux Sfx 1.0
Amulet Mod 2.0
Have you installed exactly in this order?
DamagePoint
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by DamagePoint »

Magic1111 wrote:
DamagePoint wrote: I have installed:

MMDD 1.11
RSM Redux 1.25
RSM Redux Sfx 1.0
Amulet Mod 2.0
Have you installed exactly in this order?
Yes

Kannst auch Deutsch mit mir schreiben^^

Ich spiele zur Zeit Afrika Corps und die Wehrmacht.
PanzerPip
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by PanzerPip »

Dear All,

Playing and being a fan of Panzer General since 1994, having played Panzer Corps original and grand campaigns, Allied Corps, Africa Corps and Soviet Corps, yesterday I thought about changing game physics and taking into consideration a mod. So I installed the very recommended AMULET Mod.

Feedback from my side:
FANTASTIC!!!
- the explanations and the handbook help a lot, so installing is no big deal and erverything is very consistent;
- the new game balance makes the game much more interesting, so an AT gun is worth something now, small artillery can be useful and air supremacy is even more important now, all very much sticking to reality – otherwise they wouldn’t have used stuff as AT guns etc, right?
- the new sound, all the pictures and units are amazingly full of atmosphere.

A big thanks to Messmann. What you did is great.

BR Pip
Last edited by PanzerPip on Thu Aug 18, 2016 7:52 am, edited 1 time in total.
AK1962
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by AK1962 »

Hi,
I´m newbie in this forum but I played Panzer Corps many years. Sorry about my bad English.
Can you help me with little problem. I downloaded Amulet 2.0 and wished to play Grand Campaigns 1939-1945. When I went to Grand Campaign 39 I dont see any Amulet 2.0 units in unit selection page. My PC game is patched to 1.26 and I used JGME mod selection.
I downloaded Sealion campaign too and there was Amulet unit selection available.

With regards
AK1962
Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

Hi to all,

ok, after a long time I am back. I took a look at some of the issues mentioned here.

- The Amulet Mod should run with the latest game version 1.24. So far, I have not seen any problems. The sound works well. You may correct me if I am wrong, but if you use the Mod Enabler, it works.

- The triple switch (Flak to Pak to Artillery) does NOT work for me, the game freezes. I took great care to avoid obvious mistakes, also made sure the numbers are right, that the primary trait is removed. So far, there is no option for a triple switch at that time, other than in verson 1.05 - whatever. Hints are always welcome, but I have combed the forum already.

- If you think you got a triple switch up and running for 1.24, please inform me. I am still interested in this, and how to overvome it. :)

- Since mistakes are only minor, there is no further update necessary.
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
FieldMarshallCole
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by FieldMarshallCole »

Do you plan to release more units and/or abilities or are you just fixing this.
Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

Ok, triple switches do indeed work, you have to set the first two units on primary and "buyable" (delete nopurchase), and the third one has to be nopurchase. :)

These are the changes which have been implemented so far:

- mod works with PC patch version 1.26, no problems here;
- artillery switches of 8.8cm Flak and 12.8cm Flak, range 1 (8.8cm) and range 2 (12.8cm), this is weaker artillery though;
- same applies to flak on trains, now avaialble as Elite units; range for artillery use 2 (8.8cm) and 3 (12.8cm);
- included early fighter Bf 109D of the thirties, also included early Stuka Ju 87A of the thirties;
- earlier availabily dates for some units of the 30s, especially flak units;
- new intro picture :wink: .

The early versions of the units of the thirties allow for a historical selection when playing campaigns or mods which start in the early thirties.

To do:
- Documenting the changes above in the mod description, avaialble in two languages;
- Possibly including advanced "fictional" tanks, like e-series or flak-tanks, summer 1945 infantry. Since the stats are unclear, any hints are welcome here.

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

Post by FieldMarshallCole »

The E series, FlaK tanks, and waffentragers i would love to see in your mod.
I can only imagine waffentragers firing two or more rounds in panzer corps.
hints you say :D well i think that if you add the e series and waffentragers they should be the most overpowered units in your mod and for the flak tanks make them auto loaded to please :mrgreen:



(I'll start making reasonable but slighly OP stats :lol: )
PanzerPip
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by PanzerPip »

I played the amulet mod a lot now and startet a new grand campaign for it - I do not detect any issues. Only after a while i built up a very devastating army so I have to adjust the game balance a bit in favor of the allies since some of the elite units are so powerful making it too easy otherwise.

Parallely I continued playing an old allied campaign with the Brits in North Africa. I have the impression that the computer uses the amulet mod switching artillery to AT in a quite intelligent way all the time now. :D Ah, and not to forget the hidden AT gun I overlooked charging an artillery unit! :wink: (which actually is one of my favorite features to make AT guns count again)
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