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 v0.41
1) I never use the Stukas' switch. Either I forget this possibility or I don't find it useful. Enemy units don't "stupidly" stay under Stukas, they move while Stukas, in the "dive" position, can't move. You do not have to use the swich button if you do not like it.
2) In the "Low Countries" scenario, many (too many?) German infantry units have no transport, especially those south of the map. However, to finish this scenario in the allotted time, mobility is essential. I will have a look at this issue.
3) At the beginning of the "France" scenario, it is possible to purchase Italian units. Why? Your map doesn't go down to the Mediterranean. Italy attacked France through the Alps but was met with a fierce French defense. To my knowledge, there were no Italian units in northern France that fought alongside the Germans. This was a request from the past. There are some plans to make the map a little bigger so the Alps will play a role but thats under on the list at the moment.
4) Can the Schützen be improved by keeping their original unit number? I don't think so. For example unit Schützen 21 (1939) remains as it is until when? Same for the 2 units 54 and 55 Kampf Geschwader Heinkel He-111. One cannot improve them without losing their "identity". On the other hand, Bf-109s can be upgraded as the scenario progresses, without losing their identity (example: 1 Jagd Geschwader Oesau). It's a complicated issue. It must be possible to update the units in a historical way. But not all of that is in the game yet. It will come. The German fighters are more ready than the rest. We update this units together with the scenarios. As you know we are with Barbarossa 1941 now. 1943 will bring updates to numbered infantry units, as in the game the hard attack of this units is rising then.
5) Will the SS faction have Panzers to buy? They will come.
Greetings
2) In the "Low Countries" scenario, many (too many?) German infantry units have no transport, especially those south of the map. However, to finish this scenario in the allotted time, mobility is essential. I will have a look at this issue.
3) At the beginning of the "France" scenario, it is possible to purchase Italian units. Why? Your map doesn't go down to the Mediterranean. Italy attacked France through the Alps but was met with a fierce French defense. To my knowledge, there were no Italian units in northern France that fought alongside the Germans. This was a request from the past. There are some plans to make the map a little bigger so the Alps will play a role but thats under on the list at the moment.
4) Can the Schützen be improved by keeping their original unit number? I don't think so. For example unit Schützen 21 (1939) remains as it is until when? Same for the 2 units 54 and 55 Kampf Geschwader Heinkel He-111. One cannot improve them without losing their "identity". On the other hand, Bf-109s can be upgraded as the scenario progresses, without losing their identity (example: 1 Jagd Geschwader Oesau). It's a complicated issue. It must be possible to update the units in a historical way. But not all of that is in the game yet. It will come. The German fighters are more ready than the rest. We update this units together with the scenarios. As you know we are with Barbarossa 1941 now. 1943 will bring updates to numbered infantry units, as in the game the hard attack of this units is rising then.
5) Will the SS faction have Panzers to buy? They will come.
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
I know I am a little behind with the Big units, also the Rail guns. It will come. Thanks.nono hard et heavy wrote: ↑Thu Apr 16, 2020 2:27 pm Hello PHCAS.
Big Unit of Faun ZR is missing in Low Countries scenario. Greetings. Bruno.
Faun ZR.png
I found where is the unit.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
You're doing awesome phcas. Keep it up. That said, I do have one caveat.
This feels "off" since it just means don't use it if it isn't helpful (and against non-stationary targets it isn't). My gut feeling is that while in Dive pose it should have some movement, but have it drop like a stone, maybe 1-4 hexes (maybe while weakening its defenses). That'd encourage something closer to historical use. Normal flying while looking for a target, only when it's spotted the Stuka goes into a dive, with added hitting power and accuracy but GREATLY crippled manuverability and defenses. Then the plane goes back to flying normal, andif the last one didn't work it has to manuever around for another go while the enemy is probably going to be trying to dodge them.phcas wrote: ↑Sat Apr 18, 2020 12:14 pm 1) I never use the Stukas' switch. Either I forget this possibility or I don't find it useful. Enemy units don't "stupidly" stay under Stukas, they move while Stukas, in the "dive" position, can't move. You do not have to use the swich button if you do not like it.color=#FF0000]Greetings[/color]
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
OK what you say is give the Stuka in dive mode a movement of 1?Turtler wrote: ↑Sat Apr 18, 2020 2:17 pm You're doing awesome phcas. Keep it up. That said, I do have one caveat.
This feels "off" since it just means don't use it if it isn't helpful (and against non-stationary targets it isn't). My gut feeling is that while in Dive pose it should have some movement, but have it drop like a stone, maybe 1-4 hexes (maybe while weakening its defenses). That'd encourage something closer to historical use. Normal flying while looking for a target, only when it's spotted the Stuka goes into a dive, with added hitting power and accuracy but GREATLY crippled manuverability and defenses. Then the plane goes back to flying normal, andif the last one didn't work it has to manuever around for another go while the enemy is probably going to be trying to dodge them.phcas wrote: ↑Sat Apr 18, 2020 12:14 pm 1) I never use the Stukas' switch. Either I forget this possibility or I don't find it useful. Enemy units don't "stupidly" stay under Stukas, they move while Stukas, in the "dive" position, can't move. You do not have to use the swich button if you do not like it.color=#FF0000]Greetings[/color]
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
In the next update you can optional use a complete black out for undetected grounds. You find it in the Options folder of the coming v0.42 update.
This is a contribution of Lennis, thanks Lennis.
This is a contribution of Lennis, thanks Lennis.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Error
As you may have seen the strong points of all units in the scenarios are higher now in v0.41. It would not be. In v0.42 it will be OK again.
As you may have seen the strong points of all units in the scenarios are higher now in v0.41. It would not be. In v0.42 it will be OK again.
Last edited by phcas on Sat Apr 18, 2020 6:13 pm, edited 1 time in total.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Yes, great idea, I agree. I can use the Stukas in dive mode. Thanks PHCAS.phcas wrote: ↑Sat Apr 18, 2020 3:12 pmOK what you say is give the Stuka in dive mode a movement of 1?Turtler wrote: ↑Sat Apr 18, 2020 2:17 pm You're doing awesome phcas. Keep it up. That said, I do have one caveat.
This feels "off" since it just means don't use it if it isn't helpful (and against non-stationary targets it isn't). My gut feeling is that while in Dive pose it should have some movement, but have it drop like a stone, maybe 1-4 hexes (maybe while weakening its defenses). That'd encourage something closer to historical use. Normal flying while looking for a target, only when it's spotted the Stuka goes into a dive, with added hitting power and accuracy but GREATLY crippled manuverability and defenses. Then the plane goes back to flying normal, andif the last one didn't work it has to manuever around for another go while the enemy is probably going to be trying to dodge them.phcas wrote: ↑Sat Apr 18, 2020 12:14 pm 1) I never use the Stukas' switch. Either I forget this possibility or I don't find it useful. Enemy units don't "stupidly" stay under Stukas, they move while Stukas, in the "dive" position, can't move. You do not have to use the swich button if you do not like it.color=#FF0000]Greetings[/color]

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Fog of War. Very dark isn't it !!!

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
I like that idea, because even knowing the map and the location of many units, you do not advance with confidence, but rather that you go with the recon units ahead to see, that makes you lose turns and the secondary objectives are now relevant, because the Detions cost you turns and / or decisive victory.
I am applying this modality in my MOD to play GREAT CAMPAIGN, it must be interesting after 1942.
I am applying this modality in my MOD to play GREAT CAMPAIGN, it must be interesting after 1942.
- GerMOD
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
I can make it grey also in the optionsnono hard et heavy wrote: ↑Sat Apr 18, 2020 4:37 pm Fog of War. Very dark isn't it !!!May be grey if it is possible ?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
OK Diving Stuka's will have a movement of 1 in the next updatenono hard et heavy wrote: ↑Sat Apr 18, 2020 4:34 pm Yes, great idea, I agree. I can use the Stukas in dive mode. Thanks PHCAS.![]()
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
How do you do this? Could this be interesting for Battlefield Europe as well?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hi AKRebel,
So if I understand properly, I do not need to patch to the game with unofficial patch 1.32, is that so ?To solve the problem I patched all 3 applications (PanzerCorps.exe, PanzerCorps Steam.exe, ScenarioEditor.exe) with the 4 GB patch
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Try this one, I think it's better.
it looks a bit.
perhaps it is more acceptable.
it looks a bit.
perhaps it is more acceptable.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello Robert,
As already described, the three files are already patched, so you don't have to do anything here.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Firstly: thanks for the quick response and attentiveness. Whatever you decide, I appreciate it.
And yes, that is what I'd suggest. Granted, I might suggest it going a bit more (like maybe to 2 or 3), but I think it would allow it to mimic the ability of a Stuka to adjust the course of its dive while also showing how limited that ability is (so it isn't reasonable to have the Stuka fly across the map perpetually diving).
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
In the next update Dive bombers will have a movement of 1 in dive mode, the Stuka's but also Hs-123 and others. Lets see how that goes in playing. Because it will look strange as a Stuka is flying around the map with his nose down. ThanksTurtler wrote: ↑Sun Apr 19, 2020 5:03 amFirstly: thanks for the quick response and attentiveness. Whatever you decide, I appreciate it.
And yes, that is what I'd suggest. Granted, I might suggest it going a bit more (like maybe to 2 or 3), but I think it would allow it to mimic the ability of a Stuka to adjust the course of its dive while also showing how limited that ability is (so it isn't reasonable to have the Stuka fly across the map perpetually diving).
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello PHCAS.
Amazing scenario !
I play the Barbarossa scenario. At the start of this scenario, I count a significant number of German troops without transport (trucks, horses). However, reading articles (Wikipedia, ...), the German army had 600,000 vehicles (some captured during the French campaign) and 600,000 horses. If I want to have a chance to win, I have to motorize my best troops, which makes me lose precious time. My imported units from previous scenarios are motorized (trucks).
Another thing, I noticed that compared to the original game, it's harder to get Heroes, even in easy mode. Between very difficult and very easy, a balance is necessary. That's just my opinion. A little bit more Heroes in easy mode, less in high difficulty levels.
Greetings from France.
Bruno.
*Deepl is my best friend*
Amazing scenario !
I play the Barbarossa scenario. At the start of this scenario, I count a significant number of German troops without transport (trucks, horses). However, reading articles (Wikipedia, ...), the German army had 600,000 vehicles (some captured during the French campaign) and 600,000 horses. If I want to have a chance to win, I have to motorize my best troops, which makes me lose precious time. My imported units from previous scenarios are motorized (trucks).
Another thing, I noticed that compared to the original game, it's harder to get Heroes, even in easy mode. Between very difficult and very easy, a balance is necessary. That's just my opinion. A little bit more Heroes in easy mode, less in high difficulty levels.
Greetings from France.
Bruno.
*Deepl is my best friend*
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- Master Sergeant - Bf 109E
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41
Hello PHCAS.
The game crashes after round one of the Russians. Even with the 4gb patch and the /nocache. Game updated to 0.41.
Greetings. Bruno
The game crashes after round one of the Russians. Even with the 4gb patch and the /nocache. Game updated to 0.41.
Greetings. Bruno