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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Wed Feb 26, 2020 5:08 pm
by AKRebel
Latro wrote: Wed Feb 26, 2020 4:18 pm Yup. That was it. Awards show their proper png now.
Thank you Latro for the hint. I will change that for the next update.
So the problem was the fourfold (") correct. On closer inspection, there are other entries with this combination of characters. Could you please also examine these for possible errors? Thanks

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Wed Feb 26, 2020 5:20 pm
by AKRebel
Hello everybody,

I need your help once. It is my first time dealing with the file "movement.pzdat" but the composition is not yet completely clear to me.
Is there an expert among you who can explain the data behind me a little more precisely? In the original version there are positive values up to 4 and negative values up to -200. Why? What do these values actually do in the game?
I would be very grateful to you for a detailed description based on examples. Thank you very much

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Wed Feb 26, 2020 5:37 pm
by AKRebel
guille1434 wrote: Mon Feb 03, 2020 11:10 am Hello guys:

I write you here to tell/suggest/ask for a couple of things :D

1) Congratulations again for a new full update of this wonderful mod!

2) I wanto to share an idea that I had about very heavy artillery and their sea transports, mey be you find it interesting enough to implememt it sometime in the future:
May be you can implement a "heavy" version of the sea transport unit, designated in the equipment file to be a new transport class required to be used to move very heavy units over the sea (very heavy artillery, railroad guns, may be some heavy armored train units, and units as such). This heavy sea transport would be able to move only on deep sea and port hexes... This way, providing that the maps are made with "shallow sea" hexes adjacent to the coasts, exept for some hexes situated next to deep sea ports, would make only possible to disembark very heavy units in port hexes only ond not directly on any beach, and I think this is something "realistic" because such heavy pieces of equipment can´t be, in general, unloaded from ships without the cranes that are present on ports, but not available on any beach suitable for disembarking lighter units. May be you find this idea useful... 8) :idea:

3) In the last full update made available (v0.037) it looks like there is a duplicated folder: In the option folder, we can find the "Campaing Scenarios Big" and " Campaign Scenarios Small", but also a "Campaing Scenario (in singular, without a "S" letter) Big" which seem to contain outdated versions of the files for the Sea Lion and France scenarios.

4) Aaaand now, the unavoidable request: would you be so kind, when you find it possible, to upload "un-crewed" variants of the icons for the 35,5 cm and 42 cm howitzers?

Thanks for all and congratulations again! 8)
I think the idea is very good, I am currently working on the implementation, since there is also my question about the composition of the movements in the other contribution. Here is my design of the unit for heavy sea transport.

Image

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Wed Feb 26, 2020 6:22 pm
by Latro
AKRebel wrote: Wed Feb 26, 2020 5:08 pm
Latro wrote: Wed Feb 26, 2020 4:18 pm Yup. That was it. Awards show their proper png now.
Thank you Latro for the hint. I will change that for the next update.
So the problem was the fourfold (") correct. On closer inspection, there are other entries with this combination of characters. Could you please also examine these for possible errors? Thanks
Yeah the lines for img.uniticon and heroes, directly above and below the awards line, will also need changing.
Dont think the others will cause problems, as they are just text, not lookups for variables.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Wed Feb 26, 2020 7:07 pm
by Yrfin
AKRebel wrote: Wed Feb 26, 2020 5:20 pm Hello everybody,

I need your help once. It is my first time dealing with the file "movement.pzdat" but the composition is not yet completely clear to me.
Is there an expert among you who can explain the data behind me a little more precisely? In the original version there are positive values up to 4 and negative values up to -200. Why? What do these values actually do in the game?
I would be very grateful to you for a detailed description based on examples. Thank you very much
Im spend a little time for Movement/Terrain improvements.
So call me "Expert" :)
My topics:
viewtopic.php?f=147&t=76308
viewtopic.php?f=147&t=88133

PM me for more answer.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Wed Feb 26, 2020 10:23 pm
by cw58
AKRebel wrote: Wed Feb 26, 2020 5:20 pm Hello everybody,

I need your help once. It is my first time dealing with the file "movement.pzdat" but the composition is not yet completely clear to me.
Is there an expert among you who can explain the data behind me a little more precisely? In the original version there are positive values up to 4 and negative values up to -200. Why? What do these values actually do in the game?
I would be very grateful to you for a detailed description based on examples. Thank you very much
Here's a link to a thread with relevant info; the posts (by ThvN) are about half-way down the page:

https://www.slitherine.com/forum/viewto ... 07#p479524

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Wed Feb 26, 2020 10:27 pm
by cw58
I forgot to mention, nice ship icon. :)

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Thu Feb 27, 2020 11:49 am
by phcas
PAK-BannerSmall.png
PAK-BannerSmall.png (507.27 KiB) Viewed 4319 times
x.jpg
x.jpg (69.91 KiB) Viewed 4319 times
balkan.jpg
balkan.jpg (23.06 KiB) Viewed 4314 times
Hello everyone,

Some information about the incoming big Balkan scenario. As you know work on that started in december 2019. It's a complicated scenario and it takes time to make it. The problem is that I (PHCAS) am the only one making the scenarios. Because I also make the bigunit graphics and do a lot of other things on the mod I had no time left in the past weeks to work on the scenario. This also because our team expanded and the growing number of new units that have to be made or are deliverd have to be make functional in the mod (small unit/Big unit graphic, data line Equipment file, data Efx file, put it into scenarios) what cost me a lot of time.

Anyway. The next update will come soon but the Big Balkan scenario is not finished in time for that. We decided to give the Big Balkan scenario first priority now because after that Barbarossa will come and I think we are all waiting for that!

We are still looking for someone who can help with making the scenarios. What will help a lot is if somebody can make raw maps for the future scenarios. If we can start working on a scenario with a map with the named cities, rivers etc already on it things will go much faster. Please contact us if you want to support us. Thanks.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Thu Feb 27, 2020 7:04 pm
by phcas
On the road again with the Balkan scenario. To control Athens you need to conquer Acropolis/Parthenon
Balkan1.jpg
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s1941_balkan53.png
s1941_balkan53.png (310.36 KiB) Viewed 4252 times
s1941_balkan7.png
s1941_balkan7.png (350.21 KiB) Viewed 4252 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Fri Feb 28, 2020 3:55 pm
by Arvidus
Phew, I don't think I want to see the Union Jack for a while

Image

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Sat Feb 29, 2020 9:45 am
by uzbek2012

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Sat Feb 29, 2020 11:08 am
by phcas
Arvidus wrote: Fri Feb 28, 2020 3:55 pm Phew, I don't think I want to see the Union Jack for a while

Image
Looks very good Arvidus

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Sat Feb 29, 2020 9:44 pm
by AKRebel
Arvidus wrote: Fri Feb 28, 2020 3:55 pm Phew, I don't think I want to see the Union Jack for a while

Image
Hello Arvidus,

Thank you for creating the flags. ;-) I know how much work that is.

However, I encountered a problem with the integration.
A question for everyone, can it be that the nations are limited to a maximum of 74 pieces? Or is there another solution?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Sun Mar 01, 2020 12:43 am
by cw58
Just to clarify the problem: you are able to successfully input up to 74 nations but anything more than that will no longer show up in game. Or the game crashes? Or ......?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Sun Mar 01, 2020 11:19 am
by AKRebel
cw58 wrote: Sun Mar 01, 2020 12:43 am Just to clarify the problem: you are able to successfully input up to 74 nations but anything more than that will no longer show up in game. Or the game crashes? Or ......?
Hello cw58

Thank you for asking, I was able to solve it myself in between. Sometimes it is so easy, I had forgotten to add a few lines to the many new files and adjustments in the editor. The penny fell after brooding for hours. :)
So there is no limit to the nations. :D

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Sun Mar 01, 2020 2:54 pm
by phcas
s1941_balkan69.png
s1941_balkan69.png (193.03 KiB) Viewed 3861 times
We take care of it

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Sun Mar 01, 2020 5:36 pm
by Radoye
The photos show Yugoslav Army units after reorganization of the Partisan resistance into regular army in March 1945. They are wearing pre-war Royal Yugoslav Army uniforms and are equipped with Soviet weapons left behind after October - November 1944 as they cut through northeast Yugoslavia on their way towards Hungarian Plain. This particular formation took part in the fighting in Syrmia at the very end of the war.

Other Yugoslav Army units at the time wore Italian uniforms supplied from the stocks taken over when Italy switched sides after September 1943 and used (mainly Italian) weapons supplied by the Western Allies:

Image

And before that they pretty much wore whatever they had:

Image

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Mon Mar 02, 2020 1:04 pm
by uzbek2012
Yes, the partisan movement was very wide in Yugoslavia and the USSR!
Image
"German special forces against Yugoslav partisans
Faced with the stubborn resistance of the partisans in Yugoslavia, the Germans decided to fight them in an original way - creating special units that would be as similar as possible to the Tito partisans. In Wehrmacht terminology, such units were called “Bandenvernichtungstruppe”, their task was to attack partisan headquarters and hospitals, destroy small partisan units, and collect intelligence information."
https://ruserbia.com/culture/history/44 ... -partizan/

:arrow:
https://ciwar.ru/uniforma-i-znaki-razli ... j-policii/
https://warspot.ru/16338-avtokaretka-dl ... h-strelkov

Partisan Aviation of Yugoslavia
http://www.airwar.ru/history/av2ww/alli ... tisan.html

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Tue Mar 03, 2020 4:44 pm
by raider45
Greetings

Great Job.
I like 2 play your Campaign, and wait for the next Update.

Here some questions and small mistakes.

Poland:

Königsberg 36,6 (Harbour?)
Military Depot near Warsaw ? What is the function? Where is it for?
Can i steal technology? great i :idea: dea

Norway, i think 35 turns are a few time :!: :?:

Low Countries, i think 25 turns are a few time :!: :?: ,
Den Bosch 61,46 wrong Flag

France, i think 27 are a few time :!: :?:

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.037

Posted: Tue Mar 03, 2020 7:41 pm
by phcas
raider45 wrote: Tue Mar 03, 2020 4:44 pm Greetings

Great Job.
I like 2 play your Campaign, and wait for the next Update.

Here some questions and small mistakes.

Poland:

Königsberg 36,6 (Harbour?)
Military Depot near Warsaw ? What is the function? Where is it for?
Can i steal technology? great i :idea: dea

Norway, i think 35 turns are a few time :!: :?:

Low Countries, i think 25 turns are a few time :!: :?: ,
Den Bosch 61,46 wrong Flag

France, i think 27 are a few time :!: :?:
Hello raider45

About Poland
Lastadie_(11).jpg
Lastadie_(11).jpg (44.98 KiB) Viewed 3596 times
-Was there no harbor in Königsberg?
-Military Depot has no function yet beside to conquer the flag. It maybe get a function in the future updates.
-Den Bosch - Good flag now (will be corrected in the update after the next update)

What are the feelings of the other forum members for Norway, Low Countries and Frans? Must we add more turns?

Thanks