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

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

HunZagloba
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by HunZagloba »

This is a nicely crafted mod and will get better.

Quick "bugs":
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by phcas »

HunZagloba wrote: Wed Apr 28, 2021 5:53 pm This is a nicely crafted mod and will get better.

Quick "bugs":
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map. - AKRebel looks after this
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game... - Will be fixed in next update
lennis29
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by lennis29 »

phcas wrote: Wed Apr 28, 2021 8:00 pm
HunZagloba wrote: Wed Apr 28, 2021 5:53 pm This is a nicely crafted mod and will get better.

Quick "bugs":
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map.
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game...
Deutsche Kriegsmarine Minensuchboot have 6 movepoint, but you can only move 4 on the map. - AKRebel looks after this
Big Poland Scenario - countryside (13,51) Leichte FlaK is error, no texture, and crashed the game... - Will be fixed in next update
My friend Caspar a big greeting to you.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
terminator
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by terminator »

I find that the symbol for the type of move "Tracked" is not very appropriate :

Capture d’écran (Tracked).jpg
Capture d’écran (Tracked).jpg (188.92 KiB) Viewed 2777 times
HunZagloba
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by HunZagloba »

This mod is phenomenal; I don't have a day without it.

Quick question:
Can all flying units use naval landing sites?
The invasion of Norway is too easy that way. ;)
uzbek2012
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by uzbek2012 »

Waiting for the new patch and playing the Allied Corps (DLC для Panzer Corps) with your mod PAK v 0.53 )

http://radikal.ru/users/uzbek_1#alb=Allied_Corps_


I hope it will be soon )

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https://voenhronika.ru/publ/vtoraja_mir ... 2-1-0-9344

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Spine frames, air opposites and V12 diesels in the service of the Wehrmacht: Tatra of World War II
https://www.kolesa.ru/article/khrebtovy ... oy-mirovoy
terminator
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by terminator »

Big scenario Kursk (v0.53)

The objectives are to hold the 6 objectives in the last turn (from north to south):
- Kirov
- Orel
- Kursk
- Prokhorovovka
- Belgorod
- Kharkov

Capture d’écran (757).png
Capture d’écran (757).png (506.38 KiB) Viewed 2596 times

Why Ponyri is not an objective :?:
The Soviets, being under no illusions that an attack would be forthcoming, had previously fortified Ponyri and were determined to hold the village. Among the many fierce battles of Kursk that around Ponyri Station was one the fiercest, the fighting being likened by both sides to a “little Stalingrad”.

Call of Duty: United Offensive

1-CoDep22.jpg
1-CoDep22.jpg (110.4 KiB) Viewed 2593 times
uzbek2012
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by uzbek2012 »

terminator wrote: Sun May 02, 2021 5:52 am Big scenario Kursk (v0.53)

The objectives are to hold the 6 objectives in the last turn (from north to south):
- Kirov
- Orel
- Kursk
- Prokhorovovka
- Belgorod
- Kharkov


Capture d’écran (757).png


Why Ponyri is not an objective :?:
The Soviets, being under no illusions that an attack would be forthcoming, had previously fortified Ponyri and were determined to hold the village. Among the many fierce battles of Kursk that around Ponyri Station was one the fiercest, the fighting being likened by both sides to a “little Stalingrad”.

Call of Duty: United Offensive


1-CoDep22.jpg
Image
Of course the Call of Duty game is not a bad game in terms of entertainment especially fantastic stories about one rifle for three but here you can agree in terms of Ponyri )

http://pobeda-journal.ru/osvobozhdenie/ ... e-ponyrej/
https://voynablog.ru/2013/08/28/nastupl ... 1943-goda/
https://oleg-kaczmarski.livejournal.com/30775.html


And on the rear in which there is not any protection if you walk, you can take now not only ponyri but also a lot of other things !


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But it seems everyone is passionate about the battle of the century D Day )
https://www.britannica.com/place/Sword-Beach

P.s.
While waiting for the update 0.54, I myself reached D-day for the allies )))

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https://svpressa.ru/post/article/234775/

Let the strongest man win the battle of the century :lol:
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by phcas »

Chevy WB Update
PM001F_LRDG_Chevy-WB.png
PM001F_LRDG_Chevy-WB.png (36.27 KiB) Viewed 2465 times
PM001046_Chevy-WB.png
PM001046_Chevy-WB.png (35.19 KiB) Viewed 2465 times
PM001046_Chevy-WBx.png
PM001046_Chevy-WBx.png (36.27 KiB) Viewed 2465 times
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by phcas »

PM001F_LRDG_Chevy-WB.png
PM001F_LRDG_Chevy-WB.png (79.03 KiB) Viewed 2459 times
PM001F_LRDG.png
PM001F_LRDG.png (78.43 KiB) Viewed 2459 times
PM001F_AD7_Humber_AC.png
PM001F_AD7_Humber_AC.png (77.73 KiB) Viewed 2459 times
Turtler
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by Turtler »

Agreed; and I'd say that one thing I adore about in depth mods like this (And specialist ones like Soviet Storm) is the ability to give some balance to the different fronts and love to the stuff that's less well known (Indeed, IIRC Soviet Storm's main campaign actually made a point of focusing on sending the Soviet task force to campaigns that were LESS well known than the big old Moscow/Stalingrad/Kursk/etc. trifecta, with you ending the war in Southern Sakhalin).

Kursk was a hell of a campaign and now that we don't have to rely on Manstein's honesty (never the greatest of assets in the first place) we can see the Nazis never really even came close to winning, with the mythical possible "breakthrough" Manstein and Guderain endlessly talked about having just meant they'd run up against the Soviet reserves and gotten beaten down possibly even more heavily than they were. Ponyri was probably the nail in the coffin that underlined it, as it meant one entire pincer got blunted and basically broken by stellar defensive tactics and hard figting.

I haven't played Kursk yet in this mod, but I look forward to doing so.
phcas
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by phcas »

Turtler wrote: Tue May 04, 2021 4:42 pm Agreed; and I'd say that one thing I adore about in depth mods like this (And specialist ones like Soviet Storm) is the ability to give some balance to the different fronts and love to the stuff that's less well known (Indeed, IIRC Soviet Storm's main campaign actually made a point of focusing on sending the Soviet task force to campaigns that were LESS well known than the big old Moscow/Stalingrad/Kursk/etc. trifecta, with you ending the war in Southern Sakhalin).

Kursk was a hell of a campaign and now that we don't have to rely on Manstein's honesty (never the greatest of assets in the first place) we can see the Nazis never really even came close to winning, with the mythical possible "breakthrough" Manstein and Guderain endlessly talked about having just meant they'd run up against the Soviet reserves and gotten beaten down possibly even more heavily than they were. Ponyri was probably the nail in the coffin that underlined it, as it meant one entire pincer got blunted and basically broken by stellar defensive tactics and hard figting.

I haven't played Kursk yet in this mod, but I look forward to doing so.
Thank you
uzbek2012
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by uzbek2012 »

The patch will be released before Victory Day (May 9 ) !? Or you can safely start drinking I'm joking I don't drink at all )

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Masked German saboteurs destroyed command posts

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http://radikal.ru/users/uzbek_1#alb=Allied_Corps_
terminator
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by terminator »

An update on 8 May - Victory in Europe Day ?

e7b21141c4fa012c4cfcf4946c7c0b3f--vintage-wall-art-vintage-walls.jpg
e7b21141c4fa012c4cfcf4946c7c0b3f--vintage-wall-art-vintage-walls.jpg (24.02 KiB) Viewed 2302 times
edward77
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by edward77 »

Have installed JSGME with Battlefield Europe and everything works well. Restored vanilla PanzerCorps then tried PAK-Update v0.53, extracting all into MOD file. Then activated PAK. Restarted PanzerCorps but no noticeable difference from the vanilla version. Please advise as what I am doing wrongly. Thank you.
AKRebel
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by AKRebel »

edward77 wrote: Thu May 06, 2021 12:16 pm Have installed JSGME with Battlefield Europe and everything works well. Restored vanilla PanzerCorps then tried PAK-Update v0.53, extracting all into MOD file. Then activated PAK. Restarted PanzerCorps but no noticeable difference from the vanilla version. Please advise as what I am doing wrongly. Thank you.
Hello edward77,

First of all, a warm welcome.
To analyze the problem, the question arises whether you have installed the mod correctly.

For this purpose I created a graphic for the path structure for a standard installation. You can of course install the game on any other hard drive or partition, but the basic structure should always look like this. See illustration ...
Image
Maybe at this point once again the basic rules and background information in dealing with the "JSGME-Mod-Loader".

1.) During the initial installation, the mod loader creates the folder "MODS" in the main directory of the game.
2.) Each mod needed its own main folder.
3.) The mod main folder must have exactly the same folder structure as in the main game, otherwise the modification will not work when activated.

Can you confirm that?
Ursulet
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by Ursulet »

I followed your post and that worked for me akrebel.

Its a great mod.
uzbek2012
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by uzbek2012 »

terminator wrote: Thu May 06, 2021 8:22 am An update on 8 May - Victory in Europe Day ?


e7b21141c4fa012c4cfcf4946c7c0b3f--vintage-wall-art-vintage-walls.jpg
Soviet citizens celebrate May 9 ) So what will the patch be or not ?
https://warspro.ru/velikaya-otechestven ... -traditsii
edward77
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by edward77 »

Thanks for the welcome and help. Just started with Panzer Corps.
Obviously there are several mods here each of which requires a seperate mod file and folder structure.
The PAK-Update v0.53_Full consists of 4 files plus some 20 Readme Updates.
The Files are:- Optional, Options, PAK Mod MP Scenarios and Panzer Corps
The main mod is in Panzer Corps which already has the correct folder structure so this should be called PAC-MOD. Right?
Sorry but I do not know how to procede from there with the other mods. I would settle for just the Campaign Scenarios Big
AKRebel
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Re: New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v0.53

Post by AKRebel »

Ursulet wrote: Thu May 06, 2021 7:13 pm I followed your post and that worked for me akrebel.

Its a great mod.
Thank you, we are pleased
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