New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30

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PeteMitchell
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by PeteMitchell »

I think there is a counter attack (for smaller AAs) in McGuba's Battlefield Europe mod.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
cw58
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by cw58 »

Ursulet wrote: Thu Jul 02, 2020 1:44 pm
cw58 wrote: Thu Jul 02, 2020 12:48 pm That's because the AA guns in AT mode have a range of 1; so no counter-attack is possible. I'm not sure if this is a bug or WAI.
88 guns and SPAA do trigger a counter attack.
I should re-phrase that: the AA guns that have a range of 1 when in AT mode will not receive a counter-attack. I notice that some AA guns ( in AT mode) have a range of 1 and some have a range of 0. Those with 0 range will be counter-attacked.

It's not a bug in the game but is due to the range values in the mod. Only the PAK team can say whether it is intentional or not.
Ursulet
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by Ursulet »

cw58 wrote: Thu Jul 02, 2020 4:21 pm
Ursulet wrote: Thu Jul 02, 2020 1:44 pm
cw58 wrote: Thu Jul 02, 2020 12:48 pm That's because the AA guns in AT mode have a range of 1; so no counter-attack is possible. I'm not sure if this is a bug or WAI.
88 guns and SPAA do trigger a counter attack.
I should re-phrase that: the AA guns that have a range of 1 when in AT mode will not receive a counter-attack. I notice that some AA guns ( in AT mode) have a range of 1 and some have a range of 0. Those with 0 range will be counter-attacked.

It's not a bug in the game but is due to the range values in the mod. Only the PAK team can say whether it is intentional or not.
I see. They do not deal much dmg so its not a big deal but its kinda annoying as they can move two hexes. :mrgreen:
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by phcas »

cw58 wrote: Thu Jul 02, 2020 12:48 pm That's because the AA guns in AT mode have a range of 1; so no counter-attack is possible. I'm not sure if this is a bug or WAI.
Thanks cw58. I did some testing and it is indeed the range that makes this error. Will be fixed in the next update.
TonyAfan
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by TonyAfan »

Hi
This also happens with some of the switchable artillery guns but not all of them I assume this also due to the range issue
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by uzbek2012 »

Let's not forget that if you have already started shooting at ground vehicles then your front is broken and you have to use last chance weapons from anti-aircraft guns;)
https://topwar.ru/102778-zenitki-protiv ... -1-ya.html
https://warspot.ru/5268-zenitchiki-verm ... -tankov-kv
https://sfw.so/1149050436-zenitki-protiv-tankov.html
https://soldierweapons.ru/index.php?newsid=512164
Image
Ursulet
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by Ursulet »

phcas wrote: Thu Jul 02, 2020 4:43 pm
cw58 wrote: Thu Jul 02, 2020 12:48 pm That's because the AA guns in AT mode have a range of 1; so no counter-attack is possible. I'm not sure if this is a bug or WAI.
Thanks cw58. I did some testing and it is indeed the range that makes this error. Will be fixed in the next update.
So reactive, so pro :wink:
HunZagloba
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by HunZagloba »

Hi!

I tried to install the mod.
Unfortunately, my English is weak, so it is not clear to me how I should proceed in MOD Enabler.
I've successfully installed other mods before (Turan, Battlefield: Europe, Der Andere Weg ...), but the PAK doesn't work.
I have a gold version of the game.

Could you help with a short video maybe?
Thanks!
jeffoot77
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by jeffoot77 »

You should't use JSGME because there are problems with dynamic campaigns and some mods.

just do this and no problem :

- copy the entire folder of your panzer corps game "panzer corps " ( situated in a steam folder or not ) in another place of your hard disk and rename it : " panzer corps pak"
- extract and overwrite the files of the PAK mod v0.45 ( only the folder "panzer corps" , not the folder :"options) into the folder " panzer corps pak": some files must overwrite.
(- optional: make a shortcut on your desktop of the "panzercorps.exe" and rename it :" PAK" )

- play and have fun by launching "panzercorps.exe" of this folder and clic on new campaign/1939- 1945 icon !
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/
Ursulet
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by Ursulet »

The AA 88 german fun was used as field artillery. In pak mode, it is reflected as such. Best gun in game. But wasnt also the pak 43 AT gun used as field artillery? Just asking.
HunZagloba
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by HunZagloba »

jeffoot77 wrote: Fri Jul 03, 2020 10:14 am You should't use JSGME because there are problems with dynamic campaigns and some mods.

just do this and no problem :

- copy the entire folder of your panzer corps game "panzer corps " ( situated in a steam folder or not ) in another place of your hard disk and rename it : " panzer corps pak"
- extract and overwrite the files of the PAK mod v0.45 ( only the folder "panzer corps" , not the folder :"options) into the folder " panzer corps pak": some files must overwrite.
(- optional: make a shortcut on your desktop of the "panzercorps.exe" and rename it :" PAK" )

- play and have fun by launching "panzercorps.exe" of this folder and clic on new campaign/1939- 1945 icon !

It works.

Thank you for your help!
Ursulet
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by Ursulet »

The more i play with the PAK mode, the more i realized how overpowered some units can be in GC mode.

Just replace all artilleries by 88. Get 8 and here you go. 8 AA or 8 artillery or 8 AT, just switch and destroy.
Give oleh dir the Grossdeutschland panzer grenadier upgrade in 1940 with 15 strength as base, you don't even need to overstrength it.
Cavalery has 15 strength as base strength, they have recon move type. They are good. And then they can dismount. And they get even better.
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by uzbek2012 »

And you can enter a monetary allowance ( in our case, Prestige since this is the main currency in the Panzer Corps), for each destroyed enemy equipment and aircraft ? ) :idea:
https://topwar.ru/27802-dengi-ot-stalin ... spehi.html
Image
ORDER
People's Commissar of Defense of the USSR
about encouragement of fighters and commanders for combat work on destruction of enemy tanks

June 24, 1943

In order to further increase the effectiveness of the fight against enemy tanks and encourage soldiers and commanders for combat work to destroy enemy tanks, I order:

1. Set a premium for each hit or set on fire enemy tank calculation of anti-tank guns:
a) to the gunner of an anti-tank rifle-500 rubles.
b) number of an anti-tank rifle-250 rubles.

2. Set a bonus for each destroyed (hit) enemy tank by the crew of our tank: the commander, the driver of the tank and the commander of the gun (tower) - 500 rubles each, the rest of the crew-200 rubles each.

3. Set a premium for each tank hit by all types of artillery: the commander of the gun and the gunner-500 rubles, the rest of the staff of the gun crew-200 rubles.

4. Set a bonus of 1,000 rubles to each soldier and commander for personally hit or set on fire enemy tank with the help of individual means of struggle.
If a group of tank destroyers participated in the destruction of an enemy tank, then the bonus amount should be raised to 1,500 rubles and paid to all group members in equal shares.

5. The head of Financial management at NGOs to issue instructions regarding the implementation of this order.

6. Order to enter into force on July 1, 1943 and transmit by Telegraph.

People's Commissar of defense Marshal of the Soviet Union I. STALIN

Image
Annotation
What are the myths of the post-Soviet propagandists writing about the war? How much did the red army soldiers get for destroyed enemy equipment and what could they buy with this money? Freezing in the bitter cold in the winter of 1941-1942 near Moscow, German soldiers quartermasters instead of warm clothes, alcohol and boots "carefully" brought cars with French red wine, which turned into blocks of ice on the way. Transport Junkers delivered old Newspapers, foreign orders, marjoram and other "necessary goods" to Paulus's soldiers who were dying of hunger in Stalingrad. Is it the work of Soviet intelligence agents, secret sabotage by German anti-fascists, or… This book is the first large-scale and truly sensational investigation of the role of money in world war II. Was there a conspiracy, and who was behind it? Note: these are real documents that were still stored in the archives of Russia, Germany and the United States.
http://knigosite.org/library/read/93688

https://ganfayter.livejournal.com/233632.html
http://wio.ru/tank/aces/prik387.htm
https://cccp-revivel.blogspot.com/2013/ ... obedy.html

Give each crew member who participated in the flight 2 thousand rubles.
Henceforth establish that each member of the crew who dropped bombs on Berlin, to give 2 thousand rubles.
Let us have it will not be 2000 rubles, and 2 or 20 units of prestige so it will be a real addition not only for the capture of cities but also for the destruction of enemy units ;)
https://rg.ru/2020/05/04/kakie-denezhny ... atili.html
https://www.mk.ru/social/2020/05/08/cek ... platu.html
Image
https://wwii.space/%D1%80%D0%B0%D1%81%D ... %B0%D1%82/
Image
Money allowance. Salary in the army: from soldier to General
https://www.doblest-chest.ru/info/voen- ... o-generala

Image
The ZIS-3 gun of 76 mm caliber, considered the best anti-tank weapon of the great Patriotic war – 15 thousand rubles.
https://www.drive2.ru/c/463003797774401720/

Image
First, about the dollar exchange rate.

By the resolution of the SNK of the USSR of November 14, 1935, the exchange rate was set based on the ratio of 3 French francs = 1 ruble. Since October 29, 1936, due to the devaluation of the French franc, the ruble exchange rate has been fixed at 1 ruble = 4.25 francs. From July 19, 1937, the ruble exchange rate was set based on the ratio of 5.30 rubles = 1 us dollar, which corresponded to the gold content of the ruble in 0.167674 grams of pure gold.[14] This rate and its corresponding gold content, calculated at the exchange rate, remained unchanged until March 1950.
https://ljwanderer.livejournal.com/33851.html

How much was received and what was paid by the American infantryman in Vietnam? Part one
https://www.vpk-news.ru/articles/52069

P.s. Site translator
https://ocomp.info/kak-perevesti-sayt-na-russkiy.html
https://gtranslate.io/
http://www.prof-translate.ru/index2.php

Image
http://www.coatneyhistory.com/PWNCG.htm
HunZagloba
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by HunZagloba »

In the Polish campaign (Big Scenario), the game crashed when two minefields were cleared. Only if I want to use pioneers against them.
I'm sorry if it was mentioned before, I just couldn't find it!

51.20 and 45.39 for the two fields.

The mod is brilliant.
Colleague_Boyd_From_The_CIA
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by Colleague_Boyd_From_The_CIA »

First and foremost I love this mod and the incredible fast phase it gets updated.

With that being said I would like to know if there is any way to prevent the AI from spamming recon aircraft, as they tend to overdo it quite a bit.

Secondly I noticed that after 1943 you can no longer buy nor upgrade most Italian units, so I was left wondering whether this was done intentionally to reflect the historical date on which Italy dropped out of the war and if so then the new Italian units in the update 0.45 need to have their dates changed from 1946 to 1943.

Ether way I will be looking forward to what future updates have in-store, so thank you and have a good one!
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by phcas »

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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by phcas »

Ursulet wrote: Sat Jul 04, 2020 8:19 pm The more i play with the PAK mode, the more i realized how overpowered some units can be in GC mode.

Just replace all artilleries by 88. Get 8 and here you go. 8 AA or 8 artillery or 8 AT, just switch and destroy.
Give oleh dir the Grossdeutschland panzer grenadier upgrade in 1940 with 15 strength as base, you don't even need to overstrength it.
Cavalery has 15 strength as base strength, they have recon move type. They are good. And then they can dismount. And they get even better.
Yes some units are overstrength. Grossdeutschland was a prestige unit for the Germans who gets always full supply in manpower. The strenght of Cavalry units came out of testing because with a strength of 10 they are to useless in Battle. Remember if you repair this units when damaged you pay a price in prestige.

You can upgrade your units, but I advise not to do strange unhistorical things. I do not like gameplay if the player has driving around 20 Tiger-II tank units at the end (if you can pay them).

Greetings
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by phcas »

HunZagloba wrote: Sun Jul 05, 2020 8:23 am In the Polish campaign (Big Scenario), the game crashed when two minefields were cleared. Only if I want to use pioneers against them.
I'm sorry if it was mentioned before, I just couldn't find it!

51.20 and 45.39 for the two fields.

The mod is brilliant.
Hi,

Yes the minefields are still a problem. I am going to look at it today. Does anyone know if this is only a problem in the Polish scenario?
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by phcas »

Colleague_Boyd_From_The_CIA wrote: Sun Jul 05, 2020 4:44 pm First and foremost I love this mod and the incredible fast phase it gets updated.

With that being said I would like to know if there is any way to prevent the AI from spamming recon aircraft, as they tend to overdo it quite a bit.

Secondly I noticed that after 1943 you can no longer buy nor upgrade most Italian units, so I was left wondering whether this was done intentionally to reflect the historical date on which Italy dropped out of the war and if so then the new Italian units in the update 0.45 need to have their dates changed from 1946 to 1943.

Ether way I will be looking forward to what future updates have in-store, so thank you and have a good one!
Hi,

A problem with the AI is that it sometimes purchases the cheapest unit of a kind in great numbers. If the showup of many enemy recon aircraft is a problem we have to make them more expensive so the AI will buy other units. But in which scenario you see this? In the big Poland scenario there are many Polish recon aircraft already in the game. This are all historical squadrons.

I do not know if we are so happy with Italian core units. In the mod the Axis Italians end to exist in 1943. Allied Italians and RSI Italians take over then but this units have a different country number. We didn't look at it to much by now. It will have our attention.

Thanks for your compliments
Ursulet
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.45

Post by Ursulet »

phcas wrote: Mon Jul 06, 2020 4:39 am
Ursulet wrote: Sat Jul 04, 2020 8:19 pm The more i play with the PAK mode, the more i realized how overpowered some units can be in GC mode.

Just replace all artilleries by 88. Get 8 and here you go. 8 AA or 8 artillery or 8 AT, just switch and destroy.
Give oleh dir the Grossdeutschland panzer grenadier upgrade in 1940 with 15 strength as base, you don't even need to overstrength it.
Cavalery has 15 strength as base strength, they have recon move type. They are good. And then they can dismount. And they get even better.
Yes some units are overstrength. Grossdeutschland was a prestige unit for the Germans who gets always full supply in manpower. The strenght of Cavalry units came out of testing because with a strength of 10 they are to useless in Battle. Remember if you repair this units when damaged you pay a price in prestige.

You can upgrade your units, but I advise not to do strange unhistorical things. I do not like gameplay if the player has driving around 20 Tiger-II tank units at the end (if you can pay them).

Greetings
I limit 88 guns to 2 in my core, same for other units. So that keeps a balance.
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