New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.40
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Thanks so far. I first going to try to get it work with McGubas advise. It's already clear that the resupply numbers must go down. Start testing now. I'll be back.....
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
OK thanks McGuba it seems to work. We can use the first supply idea now I think. About the ammo and fuel number, I think about a ammo number of 2 and fuel 6 or so. Because it will cost you one turn to add 2 ammo to a unit you will not have the problem of the "massive" extra ammo for a unit, it will cost the player to many turns to collect that. On the other side for the final assault of a city or so 2 or 4 extra ammo can make a lot of difference for a unit.
I go testing the supply with the Milkcow submarines now.
I go testing the supply with the Milkcow submarines now.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hi Maths,Maths wrote: ↑Sun May 10, 2020 10:40 am Hi PHCAS,
Your supply system sounds very interesting !
When you spoke about depots and radius around them in which units would receive supply, I was already thinking about a supply system and your idea was very cool. I started to build some supply rules based on what you suggested (I made it for personal usage only : I don't want to claim ownership). What is funny is when you posted here the outlines of your system few days ago, I had just finished mine and it is the same one !
Also I wanted the AI to be concerned too but I've no idea as the AI won't be able to actually understand the system. Any suggestion ?
Greetings
*Edit
I'm thinking about giving penalties to the AI when the player captures AI's depots and thus the AI would defend the depots, not from a supply point of view, but from an geographical point of view.
Funny we are on the same line. It seems to work good now with the tip of McGuba not to use "instantly" but "Beginning of Axis Turn".
The AI can not use this system. You can put a enemy unit on a depot so it first have to be occupied. You can put a flag in the hex so the occupation will give prestige points if you take it or you can make a script with any kind of penanty for the AI. You also can AI units give the order to go to the supply zones.
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hello,
Yes Instantly is the problem. I never had such issue earlier since I was already using End of Axis Turn but I can say it is beginner's luck , I didn't even know this issue with Instantly.
I think I'll give ammo & fuel penalties for the AI when its depots become player-controlled but use a run cout of 1 or 2 so as to be sure that the AI will not be out of fuel/ammo by staying in supply dead zones. Place relatively strong and static at-start garrison units on depots could also be good.
It's difficult to balance supply as it quickly becomes either a too powerful thing or a so weak one that it becomes useless.
Good luck with your testing !
Greetings
Yes Instantly is the problem. I never had such issue earlier since I was already using End of Axis Turn but I can say it is beginner's luck , I didn't even know this issue with Instantly.
I think I'll give ammo & fuel penalties for the AI when its depots become player-controlled but use a run cout of 1 or 2 so as to be sure that the AI will not be out of fuel/ammo by staying in supply dead zones. Place relatively strong and static at-start garrison units on depots could also be good.
It's difficult to balance supply as it quickly becomes either a too powerful thing or a so weak one that it becomes useless.
Good luck with your testing !
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
No problem. If you have any other issues with scripts feel free to ask as I think I have a fairly good understanding of this part of the game.
I think it sounds acceptable. Indeed, the player would need to pay a certain price to have extra supplies over the maximum amount by leaving his unit(s) "frozen" for one or more turns. Then the player can decide if he is willing to pay this price or not.About the ammo and fuel number, I think about a ammo number of 2 and fuel 6 or so.
I think it would make sense with the Milcows as well. Transfering fuel and torpedoes to another U-boat at high seas took time and the more time they spent with it the more of these could be transfered.I go testing the supply with the Milkcow submarines now.


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Congratulations to all the people involved in the "research" to fine tune the supply system. I am reading your progress with much interest...
Another idea for an amphibious invasion scenario: there could be supply ships (with an identical function to the truck units loaded with fuel and/or ammo) than can be positioned in ports or special coastal hexes, to give support tonewly disembarked units. Also, those supply ships could operate giving support to friendly combat ships (commerce raiders came to my mind) and also submarines.
Another idea for an amphibious invasion scenario: there could be supply ships (with an identical function to the truck units loaded with fuel and/or ammo) than can be positioned in ports or special coastal hexes, to give support tonewly disembarked units. Also, those supply ships could operate giving support to friendly combat ships (commerce raiders came to my mind) and also submarines.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Transporting fuel and fighting for resources is a great idea )
https://wwii48.su/photo/

Armored transporters based on the T-26 tank
https://shushpanzer-ru.livejournal.com/435129.html
http://ww2history.ru/Armored_carriers_o ... _T_26.html

https://shushpanzer-ru.livejournal.com/

http://www.dogswar.ru/text/tank-potenc.htm
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hi Guille,guille1434 wrote: ↑Sun May 10, 2020 2:52 pm Congratulations to all the people involved in the "research" to fine tune the supply system. I am reading your progress with much interest...
Another idea for an amphibious invasion scenario: there could be supply ships (with an identical function to the truck units loaded with fuel and/or ammo) than can be positioned in ports or special coastal hexes, to give support tonewly disembarked units. Also, those supply ships could operate giving support to friendly combat ships (commerce raiders came to my mind) and also submarines.
The Milkcow submarines can only supply other submarines in the mod, no other ships. I planned supply ships for the Atlantic scenario like the "Altmark" and others who can supply other ships at sea. Because the system works with zones we need a supply point at sea. Something like this:
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Yes, I know that this suply system relies on fixed ubications on the map and is not related only to the position of the designed supply units, it is not the best option, but it is something we can use, and best of all, it works. Because of this, any scenario designer can define a "supply zone" on a port hex or a sea coast one and positioning one supply ship unit on it, it can be made this ship to give supplies to land units. Another way to use this system... So, you can give supplies to disembarked units directly from a seaborne unit instead of having to disembark an ammo or fuel truck to do the same thing.phcas wrote: ↑Sun May 10, 2020 4:55 pm
The Milkcow submarines can only supply other submarines in the mod, no other ships. I planned supply ships for the Atlantic scenario like the "Altmark" and others who can supply other ships at sea. Because the system works with zones we need a supply point at sea. Something like this:
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Thats a good idea, we keep that in mind for D-day and that kind of scenariosguille1434 wrote: ↑Sun May 10, 2020 7:55 pmYes, I know that this suply system relies on fixed ubications on the map and is not related only to the position of the designed supply units, it is not the best option, but it is something we can use, and best of all, it works. Because of this, any scenario designer can define a "supply zone" on a port hex or a sea coast one and positioning one supply ship unit on it, it can be made this ship to give supplies to land units. Another way to use this system... So, you can give supplies to disembarked units directly from a seaborne unit instead of having to disembark an ammo or fuel truck to do the same thing.phcas wrote: ↑Sun May 10, 2020 4:55 pm
The Milkcow submarines can only supply other submarines in the mod, no other ships. I planned supply ships for the Atlantic scenario like the "Altmark" and others who can supply other ships at sea. Because the system works with zones we need a supply point at sea. Something like this:
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guille1434
- Major-General - Jagdtiger

- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Yes, D-Day, Torch, Anvil, Husky, Sealion... It could add some flavour to any amphibious landing type scenario. And here is a possible candidate to take the placeof a supply ship icon... 
- Attachments
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- Supply_Ship.png (17.92 KiB) Viewed 3719 times
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42

Floating bases of submarines
https://forum.worldofwarships.ru/topic/ ... %BE%D0%BA/

https://tverdyi-znak.livejournal.com/4329023.html
https://www.yandex.ru/turbo?text=http%3 ... ogrammy%2F
https://topwar.ru/169983-uchenija-na-ve ... egiju.html
The USS Holland (AS-3) alongside seven submarines in San Diego, California on December 24th, 1934.
The submarines include the following from left to right:
USS Cachalot
USS Dolphin
USS Barracuda
USS Bass
USS Bonita
USS Nautilus
USS Narwhal
http://www.gradremstroy.ru/news/baza-bu ... egiya.html

https://uboat.net/allies/warships/types ... Depot+Ship
https://uboat.net/allies/technical/

http://www.dutchsubmarines.com/

http://www.katyn-books.ru/library/opera ... 39-g4.html

https://www.strategium.ru/forum/topic/8 ... nt-3003018

https://rg.ru/2020/05/11/boj-posle-pobe ... ii-ss.html
It is not clear why the brave English wars in dresses )))
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Thanksguille1434 wrote: ↑Sun May 10, 2020 9:23 pm Yes, D-Day, Torch, Anvil, Husky, Sealion... It could add some flavour to any amphibious landing type scenario. And here is a possible candidate to take the placeof a supply ship icon...![]()
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Buffalo aircraft from the Wurschtmaxe factory arrived
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
feedback on Barbarossa scenario after 20 turns ( /40) : (beware : maybe some spoilers inside) :
PROS:
- still another unique scenario with more than 500 units, many lines of defenses to breach with big space between each line, that change of normal maps ! and it is great ! many possibilities to make it: i have for example sent some paratroopers to help in some places to take airfields . The piercing of finland units north leningrad is very fun to play (with the help of ships...)
- many unique units with prototypes, heroes, etc... i like M. Whittman ! and i encountered the sniper : Zaitzev!
- always very fun to play some powerful units ( SS divisions sweep all ! )
CONS:
- partisans: good thing but some of them spawn just behind my front line! for example, i m besieging Odessa and one partisan has spawn just behind my artillery , not 2 or 3 hex away but just besides! and idem from est front.
- enemy air fighters: no more appearing after the first line? i m on the last line ,i have just passed it and not even one. Just some recon air planes , is it normal? historically ?
- vehicule transforming in graveyard or airfield : i was careful at the beginning but after some turns, i forgot them and i convert them involontary so i "used" them. It can't be converted again in vehicule... maybe a sign lon the skin to show that is not reversible unit could be an idea.
- very rare enemy heroes and rather weak : i killed easily Zaitsev with just a recon ..
So rather easy scenario , no problem with numbers of turns, i think i will finish it in less than 10 turns...
Thxs very much for this scenario !
PROS:
- still another unique scenario with more than 500 units, many lines of defenses to breach with big space between each line, that change of normal maps ! and it is great ! many possibilities to make it: i have for example sent some paratroopers to help in some places to take airfields . The piercing of finland units north leningrad is very fun to play (with the help of ships...)
- many unique units with prototypes, heroes, etc... i like M. Whittman ! and i encountered the sniper : Zaitzev!
- always very fun to play some powerful units ( SS divisions sweep all ! )
CONS:
- partisans: good thing but some of them spawn just behind my front line! for example, i m besieging Odessa and one partisan has spawn just behind my artillery , not 2 or 3 hex away but just besides! and idem from est front.
- enemy air fighters: no more appearing after the first line? i m on the last line ,i have just passed it and not even one. Just some recon air planes , is it normal? historically ?
- vehicule transforming in graveyard or airfield : i was careful at the beginning but after some turns, i forgot them and i convert them involontary so i "used" them. It can't be converted again in vehicule... maybe a sign lon the skin to show that is not reversible unit could be an idea.
- very rare enemy heroes and rather weak : i killed easily Zaitsev with just a recon ..
So rather easy scenario , no problem with numbers of turns, i think i will finish it in less than 10 turns...
Thxs very much for this scenario !
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/Q8-BEtOU8bWpjC2M/
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/Q8-BEtOU8bWpjC2M/
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Thanks for the feedback.jeffoot77 wrote: ↑Wed May 13, 2020 10:37 am feedback on Barbarossa scenario after 20 turns ( /40) : (beware : maybe some spoilers inside) :
PROS:
- still another unique scenario with more than 500 units, many lines of defenses to breach with big space between each line, that change of normal maps ! and it is great ! many possibilities to make it: i have for example sent some paratroopers to help in some places to take airfields . The piercing of finland units north leningrad is very fun to play (with the help of ships...)
- many unique units with prototypes, heroes, etc... i like M. Whittman ! and i encountered the sniper : Zaitzev!
- always very fun to play some powerful units ( SS divisions sweep all ! )
CONS:
- partisans: good thing but some of them spawn just behind my front line! for example, i m besieging Odessa and one partisan has spawn just behind my artillery , not 2 or 3 hex away but just besides! and idem from est front.
- enemy air fighters: no more appearing after the first line? i m on the last line ,i have just passed it and not even one. Just some recon air planes , is it normal? historically ?
- vehicule transforming in graveyard or airfield : i was careful at the beginning but after some turns, i forgot them and i convert them involontary so i "used" them. It can't be converted again in vehicule... maybe a sign lon the skin to show that is not reversible unit could be an idea.
- very rare enemy heroes and rather weak : i killed easily Zaitsev with just a recon ..
So rather easy scenario , no problem with numbers of turns, i think i will finish it in less than 10 turns...
Thxs very much for this scenario !
- partisans: good thing but some of them spawn just behind my front line! for example, i m besieging Odessa and one partisan has spawn just behind my artillery , not 2 or 3 hex away but just besides! and idem from est front.
Partisans almost always spawn behind your frontline. Because Partisans are hiding in forests they show up behind you. Partisan units have the "camo" trait in the game. This will say you only see them if they are next to one of your units. They are all placed in forest hexes. That's their start point. So the Partisan unit that shows up just behind your artillery don't spawn there but is coming out of a forest to attack you. Only you do not see them until they are next to one of your units. Partisans in Russia were a growing problem for the Wehrmacht. Sometimes they had to leave complete divisions behind to fight this Partisans. To avoid you will be surprised by Partisans next to your artillery or so you have to patrol/hunt for Partisans to find them before they attack you. You have secondary units for that but you have to use them. Move them around or cover the back of your frontline (artillery) with that or put them on key places. I have Panhard 178 "rail" recon units planed. This units can move fast over railways, you can use them to detect Partisans.
- enemy air fighters: no more appearing after the first line? i m on the last line ,i have just passed it and not even one. Just some recon air planes , is it normal? historically ?
I will add a small number of Soviet aircraft that will show up later in the scenarios.
- vehicule transforming in graveyard or airfield : i was careful at the beginning but after some turns, i forgot them and i convert them involontary so i "used" them. It can't be converted again in vehicule... maybe a sign lon the skin to show that is not reversible unit could be an idea.
I will look at that but we can not make it be converted again in a vehicle. You can't run around with airfields and graveyards.
- very rare enemy heroes and rather weak : i killed easily Zaitsev with just a recon ..
I will look at that
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
We are finishing update v0.43 now so it will be online soon. Al (Big Campaign) scenarios are reworked with the new supply system. In the Poland scenario you get 3 units for free as core units (1 fuel, 1 Ammo, 1 transport) Every scenario has about 6 depots or more. (except Battle of Britain). If you resupply units they will get 6 fuel points or 2 ammo points every turn. In the Battle of Britain there are no depots but there is one airfield with a (aux) Luftwaffe fuel truck on it. Only on this airfield you can add extra fuel to your aircraft, 8 fuel points a turn. In the Poland scenario the PZL Factory mission is added. The Disicive, Marginal victory and Loss are made better now so the campaign runs better.
My next idea will be to add a trainingscamp/school (Junkerschule) that slowly increase the experience of a (core) unit. This has to be with low numbers so you have to let your unit stay for many turns to get a 100 update in experience. We also can do a Luftwaffe "Lehr" airfield with the same working thing for aircraft. What about it?
My next idea will be to add a trainingscamp/school (Junkerschule) that slowly increase the experience of a (core) unit. This has to be with low numbers so you have to let your unit stay for many turns to get a 100 update in experience. We also can do a Luftwaffe "Lehr" airfield with the same working thing for aircraft. What about it?
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terminator
- Field Marshal - Gustav

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
In one of the scenarios of OoB WWII, there is an Assembly Point that looks a lot like your new Supply System but it makes it possible to strengthen some weakened units:
Perhaps the Hospitals could be used to strengthen infantry units and these Assembly Points the mechanized units ?
Perhaps the Hospitals could be used to strengthen infantry units and these Assembly Points the mechanized units ?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Agree with hospitals/assembly idea, maybe 1 point by turn to max 10, not overstrengh. Disagree with schools to get experience, it should be earned only in combat IMHO.




