New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
The dark color of the sea looks better.
Ship units are more contrasting.
It will be interesting to play the Battle of England scenario.
I remember in the Order of Battle there was such DLC.
I think with a wide variety of icons of air units, it is possible to better simulate the historical composition of forces.
Will a balanced version for multiplayer be available?
Ship units are more contrasting.
It will be interesting to play the Battle of England scenario.
I remember in the Order of Battle there was such DLC.
I think with a wide variety of icons of air units, it is possible to better simulate the historical composition of forces.
Will a balanced version for multiplayer be available?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
For non-self-propelled artillery, a distance of 3 hexa minimum. For mortars 2 hexa. OK.
For self-propelled artillery from 2 hexes?
StuG-III assault gun as well as such as Churchill Avre and he has a distance of 1. And if you give them a distance of 2, then the same sIG, Sturmpanzer, etc., may become unnecessary. It is necessary to check all the other characteristics, you gave the ability of AT to all units? This can greatly ruin the balance of artillery and make AT class unnecessary.
This must be considered.
For self-propelled artillery from 2 hexes?
StuG-III assault gun as well as such as Churchill Avre and he has a distance of 1. And if you give them a distance of 2, then the same sIG, Sturmpanzer, etc., may become unnecessary. It is necessary to check all the other characteristics, you gave the ability of AT to all units? This can greatly ruin the balance of artillery and make AT class unnecessary.
This must be considered.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
There must be a difference between a 75mm StuG and 150mm sIG of course even if they both have a range of 2.butch_74 wrote: ↑Fri Nov 15, 2019 7:20 pm For non-self-propelled artillery, a distance of 3 hexa minimum. For mortars 2 hexa. OK.
For self-propelled artillery from 2 hexes?
StuG-III assault gun as well as such as Churchill Avre and he has a distance of 1. And if you give them a distance of 2, then the same sIG, Sturmpanzer, etc., may become unnecessary. It is necessary to check all the other characteristics, you gave the ability of AT to all units? This can greatly ruin the balance of artillery and make AT class unnecessary.
This must be considered.
At this moment we make AT versions of units if we have a AT graphic of the unit. We have to find a formula that AT guns have a limited Artillery skill and Artillery units a limited AT skill. AT units must be stronger than artillery in AT mode and Artilley units must be stronger than AT units in Artillery mode. If we do that they can "live" together. If nessesary we can make AT graphics for every unit.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
There must be a difference between a 75mm StuG and 150mm sIG of course even if they both have a range of 2.
At this moment we make AT versions of units if we have a AT graphic of the unit. We have to find a formula that AT guns have a limited Artillery skill and Artillery units a limited AT skill. AT units must be stronger than artillery in AT mode and Artilley units must be stronger than AT units in Artillery mode. If we do that they can "live" together. If nessesary we can make AT graphics for every unit.
[/quote]
Most of the artillery could not shoot at tanks like many anti-tank units could not shoot like howitzers) My question is who should not be given double action.
What formula are we going to use here?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
that there would be no question, I bought a “long Tom”, and he can’t shoot direct-fire at the tanks 

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
These were both direct fire vehicles rather than self-propelled artillery. They were used on the move as assault guns at point blank range, much like one would be using self propelled antitank guns but against different types of targets, rather than from behind the lines as a standard SP ATY would (Wespe, Hummel etc). Having these vehicles in the ATY class is a hold-over from the original Panzer General game and is entirely wrong, they would be better suited for the AT class, but with weak HA stats and high SA. 15cm sIG33 had a maximum range below 5km where a 15cm sFH18 (as used on Hummel) would do 13km, while the gun on the early StuG III variants was essentially the same as on Pz IVD - maybe AT with range = 1 (which gives some interesting effects when attacking)?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
Hey, phcas...I may have a issue with the maus tank I have no movement sound nor do I have attack sound....maybe its a issue or maybe its on my end?
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
M3 Diamont T
right and left images do not match exactly :

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
There is a lot to say about AT and Artillery. A few things:
* So far I did not realy look to the Artillery units, just made a AT version if I had a graphic from it.
* Things to think over:
- Find out if guns historicaly yes or no were used in Artillery and AT role (Differcult to find out? Lot of work) and make it yes or no a "switch" unit than. We know the Dutch and French Armies used 75mm artillery in a anti-tank role because they had not enough anti-tank guns.
- No "switch" guns at all. Artillery is Artillery and AT is AT. (Russians have guns in the original game as Artillery and AT)
- About the point blank range Radoye has a point. Than we have to keep the 1 range for StuG and all point blank guns. (We have to find out which guns fired in point blanc range) To make them more useful in the game maybe with higher attack values for point blank guns, a direct shot has more impact. I think this is a good idea.
- Playability is also a thing. In the game a movement of 1 or 2 for a anti-tank gun makes a great difference. In reality I do not think that a gun crew is going to walk with there 1000kg 50mm PaK 38 gun with ammo for many miles without a prime mover.
Anyway we have to come to a formula to handle this all and to use it for all units to end this mess
What do you guys think about it?
I have a attached the Equipment file in a Excel file. Easier to look how things are at the moment.
* So far I did not realy look to the Artillery units, just made a AT version if I had a graphic from it.
* Things to think over:
- Find out if guns historicaly yes or no were used in Artillery and AT role (Differcult to find out? Lot of work) and make it yes or no a "switch" unit than. We know the Dutch and French Armies used 75mm artillery in a anti-tank role because they had not enough anti-tank guns.
- No "switch" guns at all. Artillery is Artillery and AT is AT. (Russians have guns in the original game as Artillery and AT)
- About the point blank range Radoye has a point. Than we have to keep the 1 range for StuG and all point blank guns. (We have to find out which guns fired in point blanc range) To make them more useful in the game maybe with higher attack values for point blank guns, a direct shot has more impact. I think this is a good idea.
- Playability is also a thing. In the game a movement of 1 or 2 for a anti-tank gun makes a great difference. In reality I do not think that a gun crew is going to walk with there 1000kg 50mm PaK 38 gun with ammo for many miles without a prime mover.
Anyway we have to come to a formula to handle this all and to use it for all units to end this mess

What do you guys think about it?
I have a attached the Equipment file in a Excel file. Easier to look how things are at the moment.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
No thats true. left and right images are not always a mirror. Tanks or units with turrets or MG positions not in the middle can be different in left and right images.terminator wrote: ↑Sat Nov 16, 2019 7:26 am M3 Diamont Tright and left images do not match exactly :
0307_M3_Halftrack(Bug).png
Not so nice for Terminators busy with attack animations



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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
Hello PHCAS
This topic was published by Rezaf in 2011. It lists all the units in Panzer Corps and the characteristics recommended for these units, with a few exceptions. For the 75mm StuG and 150mm sIG, they have 1 in artillery range. At the beginning, these units were specialized in AT.
viewtopic.php?f=147&t=46156&sid=c3e876d ... ac6c65fe1d
Greetings.
Bruno
This topic was published by Rezaf in 2011. It lists all the units in Panzer Corps and the characteristics recommended for these units, with a few exceptions. For the 75mm StuG and 150mm sIG, they have 1 in artillery range. At the beginning, these units were specialized in AT.
viewtopic.php?f=147&t=46156&sid=c3e876d ... ac6c65fe1d
Greetings.
Bruno
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
Yes, thanks Brunonono hard et heavy wrote: ↑Sat Nov 16, 2019 9:21 am Hello PHCAS
This topic was published by Rezaf in 2011. It lists all the units in Panzer Corps and the characteristics recommended for these units, with a few exceptions. For the 75mm StuG and 150mm sIG, they have 1 in artillery range. At the beginning, these units were specialized in AT.
viewtopic.php?f=147&t=46156&sid=c3e876d ... ac6c65fe1d
Greetings.
Bruno
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
A slightly increased movement is not only weight, it is also the speed of deployment to a combat position, it is clear that preparing a gun weighing a ton is much easier and faster than a 10 ton monster. The game also takes into account the presence of a certain number of light AT guns as well as light mortars in the infantry units, many of them have very high rates of hard attack and they move by 2-3 hexes without loading onto trucks. It is clear that a transition of a hundred kilometers will already require transport, so everything will be all right here. I also hope this will increase the attractiveness of the purchase of such units, they are cheap, mobile but also not the most effective.phcas wrote: ↑Sat Nov 16, 2019 7:57 am There is a lot to say about AT and Artillery. A few things:
* So far I did not realy look to the Artillery units, just made a AT version if I had a graphic from it.
* Things to think over:
- Find out if guns historicaly yes or no were used in Artillery and AT role (Differcult to find out? Lot of work) and make it yes or no a "switch" unit than. We know the Dutch and French Armies used 75mm artillery in a anti-tank role because they had not enough anti-tank guns.
- No "switch" guns at all. Artillery is Artillery and AT is AT. (Russians have guns in the original game as Artillery and AT)
- About the point blank range Radoye has a point. Than we have to keep the 1 range for StuG and all point blank guns. (We have to find out which guns fired in point blanc range) To make them more useful in the game maybe with higher attack values for point blank guns, a direct shot has more impact. I think this is a good idea.
- Playability is also a thing. In the game a movement of 1 or 2 for a anti-tank gun makes a great difference. In reality I do not think that a gun crew is going to walk with there 1000kg 50mm PaK 38 gun with ammo for many miles without a prime mover.
Anyway we have to come to a formula to handle this all and to use it for all units to end this mess![]()
What do you guys think about it?
I have a attached the Equipment file in a Excel file. Easier to look how things are at the moment.
Equipment - PAK MOD.rar
I did not quite understand with the suggestion of a shot for 1 hex. Is it an artillery attack or a regular one? By the way, does the game engine allow you to respond to a remote attack as it was in Panzer General 2? I tried to give melee units a radius of one, but then the attacked unit with the same bonus does not respond. This is bad.
and for some reason I can’t open your file

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
phcas, In what format did you upload the file? it doesn’t open in my exсel in any rar in any other
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.032
super idea, the refugees !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302
Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302
Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
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