New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.40

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

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

jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by jeffoot77 »

"Try to cross the river more north with a stronger force"

--> thxs, i have seen on some barabarossa timeline videos that Odessa was a pocket... i understand now.
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/
terminator
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by terminator »

jeffoot77 wrote: Mon May 04, 2020 10:36 am "Try to cross the river more north with a stronger force"

--> thxs, i have seen on some barabarossa timeline videos that Odessa was a pocket... i understand now.
Odessa was one of the first four Soviet cities to be awarded the title of "Hero City" in 1945, the others being Leningrad, Stalingrad, and Sevastopol.

Odessa_(timbre_soviétique).jpg
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Last edited by terminator on Mon May 04, 2020 11:03 am, edited 1 time in total.
PeteMitchell
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by PeteMitchell »

More were added over time: https://en.wikipedia.org/wiki/Hero_City

You can also read their names around the Moscow Kremlin...
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Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

Busy on Taifun
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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

9200000109955781.jpg
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New functional fuel/ammo/supply units in development ...............
raider45
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by raider45 »

Hi phcas,
Sounds good and interesting, when can the update be expected?
Are all current game changes then also available?
I think the replayability is high and would start all over again.

Greetings
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

raider45 wrote: Wed May 06, 2020 3:50 pm Hi phcas,
Sounds good and interesting, when can the update be expected?
Are all current game changes then also available?
I think the replayability is high and would start all over again.

Greetings
Well I have to speak to AKRebel first about this supply thing. I tell in the forum how it works after that. Then I rework all Big scenarios with that system. So in the next update it will work in all Big scenarios from Poland on. The big Poland scenario is updated anyway with the PZL factory thing. Tony is busy on the "Battle of the Atlantic" map. AKRebel is busy on USA ground units and technical issues about the Pacific Campaign. Wurschtmaxe is busy on Pacific Aircraft graphics. Radovan is busy on data rework. And I am getting crazy :)

Greetings
lennis29
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by lennis29 »

phcas wrote: Wed May 06, 2020 4:30 pm
raider45 wrote: Wed May 06, 2020 3:50 pm Hi phcas,
Sounds good and interesting, when can the update be expected?
Are all current game changes then also available?
I think the replayability is high and would start all over again.

Greetings
Well I have to speak to AKRebel first about this supply thing. I tell in the forum how it works after that. Then I rework all Big scenarios with that system. So in the next update it will work in all Big scenarios from Poland on. The big Poland scenario is updated anyway with the PZL factory thing. Tony is busy on the "Battle of the Atlantic" map. AKRebel is busy on USA ground units and technical issues about the Pacific Campaign. Wurschtmaxe is busy on Pacific Aircraft graphics. Radovan is busy on data rework. And I am getting crazy :)

Greetings
Courage Courage, you are doing a great job.
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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

NEW system of bonus supply with working Fuel/Ammo/Supply vehicles in combination with Fuel/Ammo/Supply depots

We have 3 kind of supply trucks: Fuel/Ammo/Supply.
We have 3 kind of supply depots: Fuel/Ammo/Supply.
supply.jpg
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At the start of the scenario all depots are not active.
If you place a Supply truck on the supply depot it becomes active.


The “S” marked hexes will give bonus supply (fuel/ammo) to friendly ground units as long as the supply truck is on the depot. If the supply truck leaves the depot or get destroyed the depot is not active anymore.
Supply System.png
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It only works with supply trucks on supply depots, fuel trucks on fuel depots and ammo trucks on ammo depots.

The player have to buy supply units in his core army if he wants to use depots. (You get 1 of each for free in the Big Poland scenario)

The supply to the ground units will be:
Fuel supply = +30 fuel
Ammo supply = +15 ammo
Supply supply = +20 fuel and + 10 Ammo

This numbers go over the normal max of the unit.

This system gives Fuel/ammo and supply units a real function in the game.

In the next update this system will be introduced for all Big scenarios so far.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

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The Big Poland scenario is updated. The 4 (aux) Ammo vehicles are gone now. There are 6 depots in the scenario now 2x Fuel 2x Ammo 2x Supply. You get for free 1 Fuel truck, 1 Ammo truck, 1 Supply truck (3 more core slots added). This are core units. Every scenario (except Battle of Britain) has at least 6 depots. You can buy extra transport units in your core force so you can use more depots if you want.
Last edited by phcas on Wed May 06, 2020 8:16 pm, edited 1 time in total.
bellies
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by bellies »

First of. Many complimenst for this massive undertaking! It looks gorgeous! I have a question about the BIG campaign maps. Can you show or tell me how many maps are you aiming for and how that campaignpath looks like?

With much regards

Bellies
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

bellies wrote: Wed May 06, 2020 7:22 pm First of. Many complimenst for this massive undertaking! It looks gorgeous! I have a question about the BIG campaign maps. Can you show or tell me how many maps are you aiming for and how that campaignpath looks like?

With much regards

Bellies

Hello Bellies

At this moment we have ready in the Big campaign


Poland
Norway
Low Countries
France
*Battle of Britain
Balkans
Barbarossa


The next Big scenarios will be

Typhoon
Stalingrad
Kursk
*Battle of the Atlantic
Italy
*Airwar over Germany
Overlord
Bagration
*Polish uprise Warsau
Ardennes
Germany


The player will have to do all this scenarios in the Campaign, no jumps with decisive victories or so. Some scenarios will be critical and end the Campaign if you lose.

Greetings
PeteMitchell
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by PeteMitchell »

Wow, this is a lot... what about North Africa by the way?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

PeteMitchell wrote: Wed May 06, 2020 7:58 pm Wow, this is a lot... what about North Africa by the way?


Africa is in the Afrika Korps Campaign
Africa.jpg
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We have some discussion about Market Garden 1944 from the German side, but Market Garden is in the Allied Campaign already.
cw58
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by cw58 »

The new supply system sounds great! I look forward to see how you implement it. I assume by scripts?
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by phcas »

cw58 wrote: Wed May 06, 2020 8:28 pm The new supply system sounds great! I look forward to see how you implement it. I assume by scripts?
Hello cw58,

Yes by script, after a sleepless night this came out of my brain:

Make the depot hex zone 1
Make the surrounding hexes zone 2
Set the trigger - Axis "Supply Transport" more than 0 zone 1
Set the trigger - Axis ground unit more than 0 zone 2
Set run count - 100
Set unit action - add fuel + number zone 2
Set unit action - add ammo + number zone 2
lennis29
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by lennis29 »

Great idea, great job
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uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by uzbek2012 »

5 countries that remained neutral during World war II
Image
Plans for the invasion of Spain by Britain and Nazi Germany.
https://diletant.media/articles/45284498/

Pechora landing of German saboteurs with heavy weapons. What was so important 1500 kilometers from the front line?
https://voenhronika.ru/publ/vtoraja_mir ... 2-1-0-7522


Image
https://twitter.com/PanzerDB
lennis29
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.41

Post by lennis29 »

phcas wrote: Thu Apr 23, 2020 5:22 pm So, a busy day today. The last Berlin update for today. Tempelhof Airfield added.



Berlin3.jpg

Now I take a look at the V2 of Guille
When will this update be available?
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guille1434
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Post by guille1434 »

I think it is a great idea this new implemented logistical system. This way, we add another strategic layer to the game, and the fuel, ammo and supply transport unit get real value and a purpose in game!

Also, we can introduce the "Milk Cow" supply submarine units for the German U-boat fleet in the Battle of the Atlantic scenario, using this system. Obviously, to make things more fun, it can also be scripted that some Allied hunter/killer ASW forces go searching for such important support subs, forcing the player to keep them safe and fighting for their defence.

The fuel and ammo quantities provided by those depots should be tested in game, as in my opinion 20 aditional ammo seems a little high quantity to me (I see that you decreased that value to 15 after your first posting). Numbers should be tested and balanced. And, may be it can even be possible to make different depots to provide different quantities of supplies depending of, for example, geographuce factors. Example: A depot nest to an important sea port, a big city, or an oil well/refinery can provide higher quantities of fuel/ammo than other (smaller) depost situated farther from important logistical hubs.

Another idea: May be for some scenarios it can be added a script to be executed at the very beginning of it, which makes a reduction of fuel and ammo to every player unit during a determined number of turns, forcing him to give absolute priority to "capture" some depots before being able to move against other objectives. More or less what like it was historically planned by the German Command when they launched the Ardennes Offensive, where they planned to keep their forces advancing by capturing Allied fuel dumps.

Just some ideas... 8)

Congratulations for taking the most from this game engine!!
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