Kamikaze aircraft will have the trait "Kamikaze" (Like the V1 and V2 rockets have in the game). The unit will be destroyed when it attacks, so there is no return.
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 v0.39
Japanese kamikazes ("divine wind") were proposed on October 19, 1944 by Vice Admiral Onishi, who tried to balance the technological advantage of the American forces. Although the figures are disputed , about 2,800 kamikaze pilots were killed. They sank 34 American ships, damaged 368, killed 4,900 sailors, and injured 4,800 people.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
New German Railgun graphics in the next update.
10 different German Railguns in the next update.
10 different German Railguns in the next update.
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- Brigadier-General - 15 cm Nblwf 41
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
This is great work. The only problem is that I'm supposed to be working from home for the next few weeks, and have to find the willpower to avoid downloading and playing this!
On big maps and deployment, when playing GTPG and LOV, which also have big maps, I find it helps to create semi-historic divisions of 4 to 8 units and sometimes larger battlegroups of two or more divisions, and assign them specific objectives. For me it's a bit easier to maintain focus on strategic objectives instead of just the immediate combat situation.
On big maps and deployment, when playing GTPG and LOV, which also have big maps, I find it helps to create semi-historic divisions of 4 to 8 units and sometimes larger battlegroups of two or more divisions, and assign them specific objectives. For me it's a bit easier to maintain focus on strategic objectives instead of just the immediate combat situation.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Seeing the last link uploaded by Uzbek (only the illustrations I mean, because I cannot understad Rusian or the Cirillic alphabet)... Wouldn´t be nice to have an icon for the He-111Z? I think it would not take a lot of work to make it... heheheh... 

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Of course the He-111Z is on the to do listguille1434 wrote: ↑Tue Mar 24, 2020 12:36 am Seeing the last link uploaded by Uzbek (only the illustrations I mean, because I cannot understad Rusian or the Cirillic alphabet)... Wouldn´t be nice to have an icon for the He-111Z? I think it would not take a lot of work to make it... heheheh...![]()

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Finally I understand what you mean. No Bulgarian flags but German flags. You can not see that in the editor. It is fixed now. By mistake Romania was allied. When the game starts the three cities change to German flags because there are German units in it. It's fixed in the next update. Romania is Axis now.
Thanks
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- Major-General - Jagdtiger
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Hello Phcas!
Yes, I recognized those railgun units, but I also like the way you (and/or your co-modders) have improved them. Please, bear in mind that some of those units (several of the ones made by Flakfernrohr) are purely fictional. Neither they were produced, nor existed as "paper projects" (I don´t know if you pretend to include only historical/paper project units in your unit roster or if you want to include also completely fictional ones).
I am glad you find useful stuff in my contribution to your modding effort. Keep up the good work!!
PS: I am waiting eagerly for the "railgun surprise"! Thanks in advance!
Yes, I recognized those railgun units, but I also like the way you (and/or your co-modders) have improved them. Please, bear in mind that some of those units (several of the ones made by Flakfernrohr) are purely fictional. Neither they were produced, nor existed as "paper projects" (I don´t know if you pretend to include only historical/paper project units in your unit roster or if you want to include also completely fictional ones).
I am glad you find useful stuff in my contribution to your modding effort. Keep up the good work!!

PS: I am waiting eagerly for the "railgun surprise"! Thanks in advance!
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
...the He 111Z would be funny indeed. But the question is: How to use this unit ingame? The He 111Z was made to carry/tow large transport gliders.guille1434 wrote: ↑Tue Mar 24, 2020 12:36 am Seeing the last link uploaded by Uzbek (only the illustrations I mean, because I cannot understad Rusian or the Cirillic alphabet)... Wouldn´t be nice to have an icon for the He-111Z? I think it would not take a lot of work to make it... heheheh...![]()
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
We know. We will find a way to use them if it comes out of your factoryWurschtmaxe wrote: ↑Tue Mar 24, 2020 7:25 am...the He 111Z would be funny indeed. But the question is: How to use this unit ingame? The He 111Z was made to carry/tow large transport gliders.guille1434 wrote: ↑Tue Mar 24, 2020 12:36 am Seeing the last link uploaded by Uzbek (only the illustrations I mean, because I cannot understad Rusian or the Cirillic alphabet)... Wouldn´t be nice to have an icon for the He-111Z? I think it would not take a lot of work to make it... heheheh...![]()

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
The 10 Railguns are in the mod update already but maybe it still change a bit because I am collecting all information about this rail guns now. Fictional ones will disappear again and others (real ones) may replace them.guille1434 wrote: ↑Tue Mar 24, 2020 5:40 am Hello Phcas!
Yes, I recognized those railgun units, but I also like the way you (and/or your co-modders) have improved them. Please, bear in mind that some of those units (several of the ones made by Flakfernrohr) are purely fictional. Neither they were produced, nor existed as "paper projects" (I don´t know if you pretend to include only historical/paper project units in your unit roster or if you want to include also completely fictional ones).
PS: I am waiting eagerly for the "railgun surprise"! Thanks in advance!
The "railgun surprise"! idea also came from a unit of your stock.
All (German for now) railguns are "switch" units in the next update. This means when you switch them they will be camouflaged. When camouflaged they can not fire or move but will have the "camo" trait then. This means that enemy units can not see the railgun at all, only if they enter the hex next to the railgun. If you "switch" back it will be normal again.
You must recognize the camouflaged net

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- Senior Corporal - Ju 87G
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
It could bei possible to use the He111Z-1 aus heavy transport plane and to create a prototype He111Z-2 heavy bomber (projected but never build)...phcas wrote: ↑Tue Mar 24, 2020 9:02 amWe know. We will find a way to use them if it comes out of your factoryWurschtmaxe wrote: ↑Tue Mar 24, 2020 7:25 am...the He 111Z would be funny indeed. But the question is: How to use this unit ingame? The He 111Z was made to carry/tow large transport gliders.guille1434 wrote: ↑Tue Mar 24, 2020 12:36 am Seeing the last link uploaded by Uzbek (only the illustrations I mean, because I cannot understad Rusian or the Cirillic alphabet)... Wouldn´t be nice to have an icon for the He-111Z? I think it would not take a lot of work to make it... heheheh...![]()
![]()

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Will be OK.Wurschtmaxe wrote: ↑Tue Mar 24, 2020 9:30 amIt could bei possible to use the He111Z-1 aus heavy transport plane and to create a prototype He111Z-2 heavy bomber (projected but never build)...phcas wrote: ↑Tue Mar 24, 2020 9:02 amWe know. We will find a way to use them if it comes out of your factoryWurschtmaxe wrote: ↑Tue Mar 24, 2020 7:25 am
...the He 111Z would be funny indeed. But the question is: How to use this unit ingame? The He 111Z was made to carry/tow large transport gliders.![]()
![]()
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
In the next update Michael Wittmann will show up in his SdKfz-262 in the Big Poland scenario. In his StuG-III A in the Big Balkans and Barbarossa scenario. In the Big Kursk scenario he will come to you as a Tiger core unit.
The Big Barbarossa scenario is including the historical 655, 688 and 718 Eisenbahn Artillerie Regiments. (as switchable units)
The Big Barbarossa scenario is including the historical 655, 688 and 718 Eisenbahn Artillerie Regiments. (as switchable units)
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Good news for uzbek2012 and zzsjjn !
In the next update the game menu will also be in Chinese and Russian
In the next update the game menu will also be in Chinese and Russian

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- Major-General - Jagdtiger
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Hello guys:
Some ideas...
He-111Zwilling: The Z-1 heavy glider tug unit would indeed be a redundant unit, but the "what if" Z-2 bomber version would be nice!
Railguns: It would be necessary to test the camouflaged (or "inert") railgun unit switch... Will be used by the player? Would any player find the need to camouflage those important long-range support units? I know it would be a good measure against air attacks, but I think the best use for those units will be for attacking enemy strongpoints or AA units to open a path for air to ground attack units and less so to remain hidden under a camouflage net. Again, I am not against the idea (it is an innovative one!) but I think it would be necessary to test it. In the past my experience was that, when testing new "switches" for units while I was making mod work I found that some switch states looked good in theory but were not practical when tested "in battle".
Another idea I had about "switching" railgun units is the following, may be you find it useful:
In order to differentiate "light" from "heavy" rail artillery units, I planned to add a switch for heavy railguns (I think that guns with more than 8 inch or 21 cm caliber could be considered as "heavy" and the ones with inferior caliber could be classed as "light" --> 15 cm, 17 cm, 20 cm.
The light railroad guns could fire and move in the same turn, just like regular artillery units in the un-modded game where you can move the artillery unit and then fire. May be add a swith to this type of units where:
Light rail guns (20/21 cm caliber or less):
------------------------------------------------
a) Fire & move switch: Unit can be moved at a reduced speed (say 3-4 hexes and fire) and fire in the same turn.
b) Move switch: Unit cannot fire, just move along railway lines, but at a higher speed (for example 8 hexes): Useful for "strategic" mobility on the battlefield. May be giving them while in this state a low passive attack value to allow a measure of auto-defense if attacked by land units (may be making a special animation wich would add firing troops around the railroad gun when responding to an enemy land attack --> I did just that "special animation" for the Opel Blitz truck, which when attacked, a soldier figure would appear firing out from the cabin lateral window and another figure fires out from the cargo compartment over the cabin roof).
Light rail gun units would be able to give defensive support fire just like any regular artillery unit (they should be classed as Artillery class units).
Heavy rail guns (more than 21 cm caliber):
-------------------------------------------------
On the other hand, "heavy" railroad guns would be switched between a fire state (fire, and not move) and a move state (just move, but at a lower speed than a light railroad gun) ---> This would reflect the longer time it takes to put in and out of battery a heavy gun when compared to a lighter, more mobile one.
Also, it would be interesting to group "heavy" railgun artillery units in a separate unit class (called "Heavy or Siege Artillery"?) apart from regular artillery, to prevent them from making defensive support fire to adjacent attacked land units. Very heavy "land" artillery units could be grouped in this new unit class also, to further differentiate very heavy or siege arty units from light and field artillery units. Also it would be interesting to test giving those units the "lsup" trait to give them the long term supression ability to enemy units, just like strategic bomber units.
Heavy railroad guns (and also very heavy land artillery units): Would be used for long range, harassing fire to attack "strategic" targets, positioned more or less deep behind enemy lines, but not for tactical support defensive fire for friendly adjacent units.
Of course, this light and heavy railgun switch system could be integrated without problem with the camouflaged state railgun switch you designed. This way, any railgun unit would be a "triple switch" unit.
I hope I could explain my idea in a clear, comprehensible way for you to make something useful from it. Sorry for the looong posting!
Cheers and thanks to all for your hard and innovative work!!
Some ideas...
He-111Zwilling: The Z-1 heavy glider tug unit would indeed be a redundant unit, but the "what if" Z-2 bomber version would be nice!
Railguns: It would be necessary to test the camouflaged (or "inert") railgun unit switch... Will be used by the player? Would any player find the need to camouflage those important long-range support units? I know it would be a good measure against air attacks, but I think the best use for those units will be for attacking enemy strongpoints or AA units to open a path for air to ground attack units and less so to remain hidden under a camouflage net. Again, I am not against the idea (it is an innovative one!) but I think it would be necessary to test it. In the past my experience was that, when testing new "switches" for units while I was making mod work I found that some switch states looked good in theory but were not practical when tested "in battle".
Another idea I had about "switching" railgun units is the following, may be you find it useful:
In order to differentiate "light" from "heavy" rail artillery units, I planned to add a switch for heavy railguns (I think that guns with more than 8 inch or 21 cm caliber could be considered as "heavy" and the ones with inferior caliber could be classed as "light" --> 15 cm, 17 cm, 20 cm.
The light railroad guns could fire and move in the same turn, just like regular artillery units in the un-modded game where you can move the artillery unit and then fire. May be add a swith to this type of units where:
Light rail guns (20/21 cm caliber or less):
------------------------------------------------
a) Fire & move switch: Unit can be moved at a reduced speed (say 3-4 hexes and fire) and fire in the same turn.
b) Move switch: Unit cannot fire, just move along railway lines, but at a higher speed (for example 8 hexes): Useful for "strategic" mobility on the battlefield. May be giving them while in this state a low passive attack value to allow a measure of auto-defense if attacked by land units (may be making a special animation wich would add firing troops around the railroad gun when responding to an enemy land attack --> I did just that "special animation" for the Opel Blitz truck, which when attacked, a soldier figure would appear firing out from the cabin lateral window and another figure fires out from the cargo compartment over the cabin roof).
Light rail gun units would be able to give defensive support fire just like any regular artillery unit (they should be classed as Artillery class units).
Heavy rail guns (more than 21 cm caliber):
-------------------------------------------------
On the other hand, "heavy" railroad guns would be switched between a fire state (fire, and not move) and a move state (just move, but at a lower speed than a light railroad gun) ---> This would reflect the longer time it takes to put in and out of battery a heavy gun when compared to a lighter, more mobile one.
Also, it would be interesting to group "heavy" railgun artillery units in a separate unit class (called "Heavy or Siege Artillery"?) apart from regular artillery, to prevent them from making defensive support fire to adjacent attacked land units. Very heavy "land" artillery units could be grouped in this new unit class also, to further differentiate very heavy or siege arty units from light and field artillery units. Also it would be interesting to test giving those units the "lsup" trait to give them the long term supression ability to enemy units, just like strategic bomber units.
Heavy railroad guns (and also very heavy land artillery units): Would be used for long range, harassing fire to attack "strategic" targets, positioned more or less deep behind enemy lines, but not for tactical support defensive fire for friendly adjacent units.
Of course, this light and heavy railgun switch system could be integrated without problem with the camouflaged state railgun switch you designed. This way, any railgun unit would be a "triple switch" unit.
I hope I could explain my idea in a clear, comprehensible way for you to make something useful from it. Sorry for the looong posting!

Cheers and thanks to all for your hard and innovative work!!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
@Guille, great minds DO think alike.
I've already implemented a few ideas that you just expressed. The move/fire switch for heavy guns works very well, especially with low amount of ammunition. You can choose to move or fire or supply once per turn; it gives the guns a very heavy, cumbersome feel.
I've also redesigned the armored train class to become a siege artillery class. The original class (#18) doesn't allow the typical artillery support-fire. So any armored train (the lighter ones) that I think should be able to fire in support of adjacent units, go in the artillery class. Any large guns, rail or otherwise, go in the new siege artillery class (#18); therefore, no supporting fire.
If I am not mistaken, the "lsup" trait doesn't actually work anymore. It was one of several traits that was later hard-coded into the various classes. I'll see if I can find the thread that mentions it. But by using class #18, you can get suppression without supporting fire. However, with a low rate of fire, you won't get much suppression; you would need to do testing to get the right effect you want.
@Phcas: I like the idea of the camouflaged gun. Just imagine that on an 88mm AA gun! What a surprise for a sortie of heavy bombers!

I've already implemented a few ideas that you just expressed. The move/fire switch for heavy guns works very well, especially with low amount of ammunition. You can choose to move or fire or supply once per turn; it gives the guns a very heavy, cumbersome feel.
I've also redesigned the armored train class to become a siege artillery class. The original class (#18) doesn't allow the typical artillery support-fire. So any armored train (the lighter ones) that I think should be able to fire in support of adjacent units, go in the artillery class. Any large guns, rail or otherwise, go in the new siege artillery class (#18); therefore, no supporting fire.
If I am not mistaken, the "lsup" trait doesn't actually work anymore. It was one of several traits that was later hard-coded into the various classes. I'll see if I can find the thread that mentions it. But by using class #18, you can get suppression without supporting fire. However, with a low rate of fire, you won't get much suppression; you would need to do testing to get the right effect you want.
@Phcas: I like the idea of the camouflaged gun. Just imagine that on an 88mm AA gun! What a surprise for a sortie of heavy bombers!

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Here's a link to the post by El_Condoro about traits. It was from a long time ago but, as far as I can tell, it is still accurate. If anyone has other info regarding this, please share.
viewtopic.php?p=249390#p249390
viewtopic.php?p=249390#p249390
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39
Thank you.cw58 wrote: ↑Tue Mar 24, 2020 2:23 pm Here's a link to the post by El_Condoro about traits. It was from a long time ago but, as far as I can tell, it is still accurate. If anyone has other info regarding this, please share.
viewtopic.php?p=249390#p249390