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

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 »

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
ajs81
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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.
phcas
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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
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

We hope to release update v0.49 after the weekend
VladSS69
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by VladSS69 »

phcas да спасибо за информацию все понял в восторге от вашего мода жду очередное обновление с уважением из России)))
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

ajs81 wrote: Thu Dec 10, 2020 1:38 pm 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.
Hello ajs81.

Thank you for thinking about options. It sounds good but I see a few problems. First of all the submarines already are 3 way units (3 double option - Surface / periscope / Deep dive) Second the AI will not understand this so if we make Axis and Allied ships like that it will be possible the Computer set all ships in "Tanker" mode. I tried a thing before. I had added Tanktransporters to tanks. Works well for a human player but the computer putted all his tanks in Tanktransporter modes.

We have to do some testing

Greetings PHCAS
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

VladSS69 wrote: Thu Dec 10, 2020 3:44 pm phcas да спасибо за информацию все понял в восторге от вашего мода жду очередное обновление с уважением из России)))
Рекомендуется использовать Google Translate и размещать тексты на английском языке. Вам легче перевести его один раз, чем всем участникам форума.

Приветствую PHCAS

It is recommended to use Google translate and to place the texts in English. It is easier for you to translate it once than for everyone on the forum to translate it.

Greetings PHCAS
guille1434
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by guille1434 »

phcas wrote: Thu Dec 10, 2020 3:49 pm
ajs81 wrote: Thu Dec 10, 2020 1:38 pm 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.
Hello ajs81.

Thank you for thinking about options. It sounds good but I see a few problems. First of all the submarines already are 3 way units (3 double option - Surface / periscope / Deep dive) Second the AI will not understand this so if we make Axis and Allied ships like that it will be possible the Computer set all ships in "Tanker" mode. I tried a thing before. I had added Tanktransporters to tanks. Works well for a human player but the computer putted all his tanks in Tanktransporter modes.

We have to do some testing

Greetings PHCAS

This is a very interesting idea, and I wish it worked well, but I see another problem... To put the Naval Fuel Tanker in the "Carrier" (number 13) class, will also allow this "tankers" to refuel any aircraft at sea... Just as any normal aircraft carrier unit.
VladSS69
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by VladSS69 »

yes well sorry. wanted to clarify 0.50 will be the last patch or will you continue working on the mod ??
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

VladSS69 wrote: Thu Dec 10, 2020 6:14 pm yes well sorry. wanted to clarify 0.50 will be the last patch or will you continue working on the mod ??
My friend, we have only just started. This is our life's work :) The updates will come for years to come, we hope. Realize that the people who work on this all also have a regular job. Sometimes that takes more time and sometimes less. So the speed at which the updates appear can vary, but the updates will certainly continue!

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

Post by nono hard et heavy »

phcas wrote: Fri Dec 11, 2020 7:17 am
VladSS69 wrote: Thu Dec 10, 2020 6:14 pm yes well sorry. wanted to clarify 0.50 will be the last patch or will you continue working on the mod ??
My friend, we have only just started. This is our life's work :) The updates will come for years to come, we hope. Realize that the people who work on this all also have a regular job. Sometimes that takes more time and sometimes less. So the speed at which the updates appear can vary, but the updates will certainly continue!

Greetings
Hello friends.
All this is understandable. A double life: work and passion (wargames). Not to mention sometimes a lover *laughs*! Moreover, as I understand that the whole team is not based in the same country ... When I was working with Soldberg on his mod: 2 different countries, he from the children, me my child left home.
And we don't all work at the same speed. Then sometimes an almost insoluble problem arises. That's a lot to deal with. I find that since the beginning of the mod there has been a very good follow-up. Let's not be impatient. Greetings.
Bruno
VladSS69
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by VladSS69 »

this is very good news, glad that the mod will be global))
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

New Goliath 1943
Minenpionier in purchase screen now

PM000015_Goliath-42.png
PM000015_Goliath-42.png (72.84 KiB) Viewed 1974 times
PM000015_Goliath-43.png
PM000015_Goliath-43.png (72.27 KiB) Viewed 1974 times
PM000015_Minenpionier-39.png
PM000015_Minenpionier-39.png (71.2 KiB) Viewed 1974 times
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by uzbek2012 »

Image
I played your mod in a single player scenario for Poland ) It's fun ) my brave poles won the war of 1939 ;) True, the Red Army is passive, but it would help the Germans avoid defeat )
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The mod is just good with each new version ) Strange not one departure in the system was not unlike if you play a single company as it should be for the Germans )
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

PM000062_75mm_GebG36_AR.png
PM000062_75mm_GebG36_AR.png (82.14 KiB) Viewed 1865 times
PM000062_75mm_GebG36_AT.png
PM000062_75mm_GebG36_AT.png (81.83 KiB) Viewed 1865 times
AKRebel
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by AKRebel »

phcas wrote: Fri Dec 11, 2020 7:17 am
VladSS69 wrote: Thu Dec 10, 2020 6:14 pm yes well sorry. wanted to clarify 0.50 will be the last patch or will you continue working on the mod ??
My friend, we have only just started. This is our life's work :) The updates will come for years to come, we hope. Realize that the people who work on this all also have a regular job. Sometimes that takes more time and sometimes less. So the speed at which the updates appear can vary, but the updates will certainly continue!

Greetings
:arrow: I can only agree with phcas ... :D

there will always be things we can improve.
And as long as we don't lose motivation, we will continue to work.
To expand the mod further and further and enrich it with new ideas. ;-)
PeteMitchell
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by PeteMitchell »

Is there a mod/campaign path overview chart 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 v0.48

Post by phcas »

PeteMitchell wrote: Mon Dec 14, 2020 7:02 pm Is there a mod/campaign path overview chart by the way?
PC 1939-1945 Campaign (BIG scenarios)

Poland
Norway
Low Countries
France
Battle of Britain
Balkans
Barbarossa
Typhoon

Stalingrad (under construction)
uzbek2012
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by uzbek2012 »

phcas wrote: Mon Dec 14, 2020 7:18 pm
PeteMitchell wrote: Mon Dec 14, 2020 7:02 pm Is there a mod/campaign path overview chart by the way?
PC 1939-1945 Campaign (BIG scenarios)

Poland
Norway
Low Countries
France
Battle of Britain
Balkans
Barbarossa
Typhoon

Stalingrad (under construction)

Very good in a single player scenario playing for the Norwegians is fun the Germans are weak )

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Well done guys well done ) Great mod !!!
phcas
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.48

Post by phcas »

Transports for the Gebirgsgeschütze
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PM000145_Packesel.png (82.11 KiB) Viewed 2003 times
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PM000145_Lasttier.png (82.98 KiB) Viewed 2003 times
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