Help is on it's way for your Partisan struggle
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
Hi Jeffoot77
Help is on it's way for your Partisan struggle
Help is on it's way for your Partisan struggle
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terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
In OoBWWII, there are 3 specializations that give experience but that in a limited way, the major part of the experience is acquired in combat:
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
The problem is that you do not need special places to strengthen some weakened units, you can reinforce them on the whole map. Beside Fuel and Ammo we can give experience or overstrength to units.terminator wrote: ↑Thu May 14, 2020 5:42 am 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 ?
For me it sounds reasonable that "trainings" centre add experience (in very small numbers) to units. Like if you keep a unit for 10 turns in a training centre you collect 100 experience so 10 every turn. Overstrength is a problem. We must notice that adding ammo or fuel to a units is for a short time. It will be spend by the unit and then it's gone. But if you overstrength a core unit or give extra experience to a core unit it has more impact and can be permanent.
For Hospitals it's a problem. Looking to make them useful for a long time now. It make no sence to give units expirience in a Hospital or overstrength them. If (infantry) units have a lot of damage just give them replacements, you do not need a hospital for that.
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terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Yes but it costs Prestige, in a repair center it would not cost Prestige but it would have to leave in return the unit in repair a certain number of turns.
I didn’t mean that combat units can have experience nor that the combat units could be overstrength in hospitals.phcas wrote: ↑Thu May 14, 2020 6:50 am For Hospitals it's a problem. Looking to make them useful for a long time now. It make no sence to give units expirience in a Hospital or overstrength them. If (infantry) units have a lot of damage just give them replacements, you do not need a hospital for that.
Replacements need Prestige, in a repair center or a hospital it will only cost a certain number of turns.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
OK clear. I have to see if we can make that.terminator wrote: ↑Thu May 14, 2020 7:05 amYes but it costs Prestige, in a repair center it would not cost Prestige but it would have to leave in return the unit in repair a certain number of turns.
I didn’t mean that combat units can have experience nor that the combat units could be overstrength in hospitals.phcas wrote: ↑Thu May 14, 2020 6:50 am For Hospitals it's a problem. Looking to make them useful for a long time now. It make no sence to give units expirience in a Hospital or overstrength them. If (infantry) units have a lot of damage just give them replacements, you do not need a hospital for that.
Replacements need Prestige, in a repair center or a hospital it will only cost a certain number of turns.
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terminator
- Field Marshal - Gustav

- Posts: 6105
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
The Hospital could be activated by a medical unit (I don’t know if this is possible).
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Yes thats possibleterminator wrote: ↑Thu May 14, 2020 9:57 am The Hospital could be activated by a medical unit (I don’t know if this is possible).
This are the things we can change + or -
But the problem with strength is there is no limit. If you keep a unit in the area strength will grow and grow. I will test if it goes over 10 but I think it will. And also no difference of a unit with 1 strength go into the area or a unit with 10 strength go into the area.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
ok i forgot that partisans were not visible . That was strange for me that partisans attack the front line ...
Last edited by jeffoot77 on Fri May 15, 2020 6:19 pm, edited 1 time in total.
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
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
OK tested it. The strength goes up to 20. So that's a problem.phcas wrote: ↑Thu May 14, 2020 10:24 amYes thats possibleterminator wrote: ↑Thu May 14, 2020 9:57 am The Hospital could be activated by a medical unit (I don’t know if this is possible).
w.jpg
This are the things we can change + or -
But the problem with strength is there is no limit. If you keep a unit in the area strength will grow and grow. I will test if it goes over 10 but I think it will. And also no difference of a unit with 1 strength go into the area or a unit with 10 strength go into the area.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
I just finished Barbarossa , it was a piece of cake ! ( Until turn 29, i played 1 turn by day except in the end )
it is normal that is a easy map but just a little problem : with help of the 2 or 3 long range ships ( the ones, the player has got at the beggining of the scenario in south west) , it is very easy to take the city of Leningrad with just the finnish! And there is only one AA russian unit in Leningrad so when ships have destroyed it, it was easy with bombers to clean the city.
I think you should add some AA units in Leningrad and maybe bunkers in north to prevent Finnish to invade Leningrad .Or maybe , make the ships less range to not reach AA units. .. just suggestions!
It was one of the best map i have ever played in PC1. This feeling of liberty and power. And i learnt so many details on WW2 thanks to this mod.
Great work!
edit: i got more than 8k of prestige in the end. It is sad that player never may purchase some new core units ... why this restriction? is it for the following maps? maybe one free core unit could be a good thing, it will not change the difficulty (which is very easy)
it is normal that is a easy map but just a little problem : with help of the 2 or 3 long range ships ( the ones, the player has got at the beggining of the scenario in south west) , it is very easy to take the city of Leningrad with just the finnish! And there is only one AA russian unit in Leningrad so when ships have destroyed it, it was easy with bombers to clean the city.
I think you should add some AA units in Leningrad and maybe bunkers in north to prevent Finnish to invade Leningrad .Or maybe , make the ships less range to not reach AA units. .. just suggestions!
It was one of the best map i have ever played in PC1. This feeling of liberty and power. And i learnt so many details on WW2 thanks to this mod.
Great work!
edit: i got more than 8k of prestige in the end. It is sad that player never may purchase some new core units ... why this restriction? is it for the following maps? maybe one free core unit could be a good thing, it will not change the difficulty (which is very easy)
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
Hello Jeffoot77,jeffoot77 wrote: ↑Thu May 14, 2020 3:52 pm I just finished Barbarossa , it was a piece of cake ! ( Until turn 29, i played 1 turn by day except in the end )
it is normal that is a easy map but just a little problem : with help of the 2 or 3 long range ships ( the ones, the player has got at the beggining of the scenario in south west) , it is very easy to take the city of Leningrad with just the finnish! And there is only one AA russian unit in Leningrad so when ships have destroyed it, it was easy with bombers to clean the city.
I think you should add some AA units in Leningrad and maybe bunkers in north to prevent Finnish to invade Leningrad .Or maybe , make the ships less range to not reach AA units. .. just suggestions!
It was one of the best map i have ever played in PC1. This feeling of liberty and power. And i learnt so many details on WW2 thanks to this mod.
Great work!
edit: i got more than 8k of prestige in the end. It is sad that player never may purchase some new core units ... why this restriction? is it for the following maps? maybe one free core unit could be a good thing, it will not change the difficulty (which is very easy)
*I will reinforce Leningrad.
*In the next update a little more core slots are added. So you can buy some extra core units. Remember you can buy core units every start of a scenario before you place your core units on the map. The number of core slots is a limit of how many units you can place.
*In the timeline of the campaign more and more historical core units will arrive for you. Thats why the number of core slots is limited.
*Typhoon (run on Moscow 41) will not be so easy as Barbarossa. The weather will be against you.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Will the NKVD units fight with Bandera and the forest brothers ( and other partisans of the Reich ))) ?
https://15061981.diary.ru/p186461090.htm?oam#more1
https://15061981.diary.ru/p170678814.htm?oam#more2

https://zen.yandex.ru/media/id/5e49715a ... 3bbda185ea
https://regnum.ru/news/society/2839307.html
https://warspot.ru/3003-poedinki-sovets ... dnyh-lodok
https://15061981.diary.ru/p186461090.htm?oam#more1
https://15061981.diary.ru/p170678814.htm?oam#more2
https://zen.yandex.ru/media/id/5e49715a ... 3bbda185ea
https://regnum.ru/news/society/2839307.html
https://warspot.ru/3003-poedinki-sovets ... dnyh-lodok
Last edited by uzbek2012 on Fri May 15, 2020 5:30 pm, edited 3 times in total.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
*Typhoon (run on Moscow 41) will not be so easy as Barbarossa. The weather will be against you.
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captainjack
- Brigadier-General - 15 cm Nblwf 41

- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Great creativity with supply, etc.
From my own (rather cruder) attempts at supply and strength rewards a few years back, If you over-stock or over-strength a unit the excess is lost when you move to the next scenario. This is good because it encourages a short visit to stock up but it isn't worth camping out to get a huge over-supply.
From my own (rather cruder) attempts at supply and strength rewards a few years back, If you over-stock or over-strength a unit the excess is lost when you move to the next scenario. This is good because it encourages a short visit to stock up but it isn't worth camping out to get a huge over-supply.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
"remember you can buy core units every start of a scenario before you place your core units on the map. The number of core slots is a limit of how many units you can place."
--> i know but in fact i was thinking to add an extra core unit during the scenario, for example after turn 15 because, there are some places you would like to reinforce very fast and it takes a very long time to bring for example an artillery unit or a mine sweeper to another place ... players use all core slots at the begginning and don't spare/keep one core slot for reinforcement... it is just an idea. what do you think ?
--> i know but in fact i was thinking to add an extra core unit during the scenario, for example after turn 15 because, there are some places you would like to reinforce very fast and it takes a very long time to bring for example an artillery unit or a mine sweeper to another place ... players use all core slots at the begginning and don't spare/keep one core slot for reinforcement... it is just an idea. what do you think ?
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 v0.43
Hi,
Using GME (as always) I installed the new update.
But when opening Panzer Corps game shows well on opening screen "PAK v 0.42", is it normal ?
But the game is well v 0.43 when you look at the supply submarine "Milkkuh" in purchase menu.
Thx
Using GME (as always) I installed the new update.
But when opening Panzer Corps game shows well on opening screen "PAK v 0.42", is it normal ?
But the game is well v 0.43 when you look at the supply submarine "Milkkuh" in purchase menu.
Thx
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.42
Hi Jeffoot77,jeffoot77 wrote: ↑Fri May 15, 2020 8:44 am "remember you can buy core units every start of a scenario before you place your core units on the map. The number of core slots is a limit of how many units you can place."
--> i know but in fact i was thinking to add an extra core unit during the scenario, for example after turn 15 because, there are some places you would like to reinforce very fast and it takes a very long time to bring for example an artillery unit or a mine sweeper to another place ... players use all core slots at the begginning and don't spare/keep one core slot for reinforcement... it is just an idea. what do you think ?
Hmmmm....You have to plan your offensive and look ahead General. Helping you to give extra core units if you get yourself in problems looks a little like cheating
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.43
Hi Robert,
The update will bring you v0.43. AKRebel will look at this issue.


