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

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

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nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by nono hard et heavy »

VladSS69 wrote: Mon Dec 07, 2020 2:23 pm Hello everyone I have purchased the license Panzer Corps Gold in Steam help fashion put for earlier thank you)))
Hello
When you install the mod, there are 2 exe: Panzer Corps and Panzer Corps Steam. I advise you to save the original Panzer Corps.exe of the game so that if there is a problem you can put it back in the game instead of having to reinstall everything. The mod launches with the Panzer Corps Steam.exe but you don't have access to additional campaigns (Soviet Corps, Allied Corps, ...). My advice : you install Panzer Corps without any mod or JSME in for example C:Games .... and you make a copy of the game that you place in C:MPanzer Corps and it is in this folder that you install the mods. Me, I have 2 hard disks and Panzer Corps Gold by Steam so 1 is installed in C: without mod and 2 are installed in D: 1 with the mod of Phcas/AKRebel and 1 with the modern conflict mod of Akkula. And everything works well. If I want to play the additional campaigns then I have to install the mod with JSGME in version C:
This is where the copy of the original exe is important: you replace the Panzer Corps exe of the mod by the copy of the original exe and it works. Here, I hope to have been clear in my explanations. If there's something you didn't understand, ask the question(s)
Greetings from France.
Bruno
nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by nono hard et heavy »

nono hard et heavy wrote: Mon Dec 07, 2020 3:45 pm
VladSS69 wrote: Mon Dec 07, 2020 2:23 pm Hello everyone I have purchased the license Panzer Corps Gold in Steam help fashion put for earlier thank you)))
Hello
When you install the mod, there are 2 exe: Panzer Corps and Panzer Corps Steam. I advise you to save the original Panzer Corps.exe of the game so that if there is a problem you can put it back in the game instead of having to reinstall everything. The mod launches with the Panzer Corps Steam.exe but you don't have access to additional campaigns (Soviet Corps, Allied Corps, ...). My advice : you install Panzer Corps without any mod or JSME in for example C:Games .... and you make a copy of the game that you place in C:MPanzer Corps and it is in this folder that you install the mods. Me, I have 2 hard disks and Panzer Corps Gold by Steam so 1 is installed in C: without mod and 2 are installed in D: 1 with the mod of Phcas/AKRebel and 1 with the modern conflict mod of Akkula. And everything works well. If I want to play the additional campaigns then I have to install the mod with JSGME in version C:
This is where the copy of the original exe is important: you replace the Panzer Corps exe of the mod by the copy of the original exe and it works. Here, I hope to have been clear in my explanations. If there's something you didn't understand, ask the question(s)
Greetings from France.
Bruno
Steam version ?
VladSS69
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by VladSS69 »

yes
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by Colleague_Boyd_From_The_CIA »

Image
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nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by nono hard et heavy »

VladSS69 wrote: Mon Dec 07, 2020 4:30 pmyes
first of all, don't forget to make a copy of the Panzer Corps.exe of the game and put it in my documents (for example)
Installation in this PC / Hard Drive (C:) / Programmes (x86) / Steam / Steamapps / Common / Panzer Corps (image 1)
JSGME is installed inside Panzer Corps (image 2, picture 3) and by double clicking on the jsgme icon, it creates a mods file (image 2, picture 4). Put the pak mod 0.48 in mods folder. Open JSGME with double click (image 3).
The mod 0.48 is in left side (available mods). Use > The mod goes to the right side (activated mod) (image 3). The mod install 2 exe : Panzer Corps Steam.exe (image 2, picture 1) et Panzer Corps.exe (image 2, picture 2).
Replaces the Panzer Corps.exe once installed with the original Panzer Corps.exe saved at the beginning.
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nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by nono hard et heavy »

Second install with mods.
same installation as the previous post (with JSGME). You see the original panzer corps.exe still saved. the 2 panzer corps are copies of the original set but with the mods installed
Greetings.
Bruno. PS: steam also for me.
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lennis29
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by lennis29 »

phcas wrote: Mon Dec 07, 2020 2:26 pm
RobertCL wrote: Mon Dec 07, 2020 8:11 am Hi,

Just FYI,

a) PzJ IID has no movement sound;
b) Fallschirmjäger 1944 is present in the e-file from 1943.

I shall be happy to see 0.49 with new camo on German side.

Keep up the good work!
Both issues will be fixed in the v0.50 update
Excellent.
It really is not easy at all, tuning a mod correctly, consumes many hours and details escape.
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nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by nono hard et heavy »

To Vlad
Файл оригинальной игры с JSGME, чтобы иметь возможность играть дополнительные кампании: советский корпус, союзный корпус, большая кампания 1939 года, ...
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uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by uzbek2012 »

It's a pity that our units are small and you could draw on planes )))
Image
https://fishki.net/2242735-zhenwina---na-samolyot.html
https://stoneforest.ru/look/allabout/re ... aya-vojna/
Image
curiously the Finnish swastika is the German one replaced with a cross )
https://id77.livejournal.com/2021497.html
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

Improvement of the SS panzer units. Better tracks
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VladSS69
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by VladSS69 »

All hi I have established a fashion that I saw a really good fashion hope fashion will develop further hope you will make African theater too big in the future God bless fashion developers you are good I have not seen such a long time ago I have seen a huge work done I am delighted with fashion with respect from Russia.
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

VladSS69 wrote: Tue Dec 08, 2020 2:53 pm All hi I have established a fashion that I saw a really good fashion hope fashion will develop further hope you will make African theater too big in the future God bless fashion developers you are good I have not seen such a long time ago I have seen a huge work done I am delighted with fashion with respect from Russia.
Thanks VladSS69
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by uzbek2012 »

VladSS69
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by VladSS69 »

everybody, I wanted to ask you why they need infantry headquarters to act like ordinary infantry or do they have any bonuses?? with respect from russia)).
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by lennis29 »

phcas wrote: Tue Dec 08, 2020 9:58 am Improvement of the SS panzer units. Better tracks

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PM037031_Panzer-III_E.png
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I think the roller set of the new pzIII unit stands out, perhaps a little more opaque, so it looks less on protrusion.
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nono hard et heavy
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by nono hard et heavy »

VladSS69 wrote: Wed Dec 09, 2020 7:11 pm everybody, I wanted to ask you why they need infantry headquarters to act like ordinary infantry or do they have any bonuses?? with respect from russia)).
Добрый вечер, Влад.
Кнопка переключения используется для переключения устройства в другой режим.
Изображение 6: Küchler AGN 18 HQ имеет 9 в движении и 1 в зрении.
Изображение 7: После активации кнопки переключения (нажатием на нее) головной офис AGN 18 Küchler находится в движении 0, но в поле зрения - 5.
Расположенный сразу за пехотой или танками, он удаляет хорошую часть тумана войны.
Лично я так и делаю. Кроме того, они часто получают бонусы.
Фото 8: Кюхлер ==> Атака +1 / Оборона +1 / Инициатива +1
Приветствие из Франции
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phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

VladSS69 wrote: Wed Dec 09, 2020 7:11 pm everybody, I wanted to ask you why they need infantry headquarters to act like ordinary infantry or do they have any bonuses?? with respect from russia)).
Hello VladSS69

The infantry headquarters have no special bonus. It is used in the big maps to let you see a command structure with the historical commanders. You can see the Corps numbers (on aux units) of the units belonging to that Corps. So it makes it possible to plan movement with that (Historical) Corps. If you mix everything up in gameplay they are just a kind of infantry units.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by nono hard et heavy »

Hello Phcas.
As in the example on the previous page, what are the 3 bonuses (attack +1 / defence +1 / initiative +1) of Küchler used for? Are these bonuses passed on to the units under his command? When using the switch button, it has 0 in movement but 5 in sighting, which helps with the fog of war.
Quite another thing: let's take the Great Campaign 39 and the 1st scenario.The map is of medium size but there are very few units (German and Polish). I would like to change that: more units, fortifications, barbed wire, minefields. With a ratio of 2 to 1 in favour of the Germans for the units. The number of turns in the scenario would also have to be changed. I want to try that. Can you give me some indications? Also modify the number of unit placement boxes at the start for the Germans. If I manage to do that, I'll modify the whole campaign 39 with, if your permission, your units.
Greetings.
Bruno
PS:That won't prevent me from doing the camouflage of the units
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by ajs81 »

Hi PAK team, for the last few days I was thinking about how to supply ships at sea. It is very simple. We have unit tanker class 13. We have a problem with fuel on the ship. Every single ship like destroyer, carrier, battleship, cruiser ect have to have second option like here:

10406 Bismarck 12 2000 30 430 52 2 3 14 10 10 -3 20 17 10 9 3 0 0018_Bismarck.png 20.08.1940 12.11.1944 6 18 minekiller 100035
100035 Bismarck 7 175 0 430 1 2 0 4 1 1 0 10 15 14 0 2 0 0018_Bismarck.png 20.08.1940 12.11.1944 5 18 nopurchase noupgrade noreplace 10406
100036 Tanker 13 400 40 500 40 1 0 9 0 0 -3 0 12 8 8 3 0 Tanker.png 01.01.1939 01.01.1946 6 20

it works perfect but... all ships need to have the double option --> normal ship and ship with refueling option (example 100035).
The same you can do with Milchkuh U-boot. We move our tanker on the same hex as our ship at refueling option. After one round we move tanker and our ship is ready to move.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

nono hard et heavy wrote: Thu Dec 10, 2020 11:01 am Hello Phcas.
As in the example on the previous page, what are the 3 bonuses (attack +1 / defence +1 / initiative +1) of Küchler used for? Are these bonuses passed on to the units under his command? When using the switch button, it has 0 in movement but 5 in sighting, which helps with the fog of war.
Quite another thing: let's take the Great Campaign 39 and the 1st scenario.The map is of medium size but there are very few units (German and Polish). I would like to change that: more units, fortifications, barbed wire, minefields. With a ratio of 2 to 1 in favour of the Germans for the units. The number of turns in the scenario would also have to be changed. I want to try that. Can you give me some indications? Also modify the number of unit placement boxes at the start for the Germans. If I manage to do that, I'll modify the whole campaign 39 with, if your permission, your units.
Greetings.
Bruno
PS:That won't prevent me from doing the camouflage of the units
Hello Bruno,

The HQ (recon) units you are talking about (Küchler) can deploy (switch button) on a place and get a sighting of 5 then. This is because of all info they get from the surrounding units about the area. If they get on the move (switch button) again they have no 5 hexes sighting anymore until they deploy again. (attack +1 / defence +1 / initiative +1) has no effect on surrounding units. This heroes (like Küchler) are in the game for historical reasons.

We didn't look to the great campaign 39 yet. I am still busy with the Stalingrad scenario. If you want to edit the Great Campaign 39 scenarios, give it a try and send it to me. Maybe we can use it.

Greetings PHCAS
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