New Projekt: Phcas & AKRebels "PAK"-Mod - RELEASE v3.30
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
If there are Yugoslavs, let's have Bulgarians, Hungarians, Greeks, Finns, Slovaks and Romanians!
https://zen.yandex.ru/media/cyrilsh/soi ... 00ad1c9fca
Heavy tank KV-85
https://en.topwar.ru/15907-tyazhelyy-tank-kv-85.html
https://zen.yandex.ru/media/cyrilsh/soi ... 00ad1c9fca
Heavy tank KV-85
https://en.topwar.ru/15907-tyazhelyy-tank-kv-85.html
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
The map is 122 by 75 hexes. It does not go further east then Smolensk. This is because the scenarios after that will cover the areas more to the east. Tony has start working on the Kursk scenario. This will be 98 by 122 hexes.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Thanks Robert for your kind words from the team. You are playing parts of the game we didn't look at yet with the modRobertCL wrote: ↑Wed Mar 11, 2020 7:51 pm Hi PHCAS,
Excellent work!
I played the "Road to India" scenario from AK campaign, this is outstanding.
Just FYI, in 1944-45 Soviet units do not have KV tanks, I tried Seelöwe heights on Soviet side, strange that KV-85 tank is not present. But I know the e-file is not fully finalized even if I thought it was 100% compatible with vanilla e-file (anyway your e-file is top).
I played today your scenario in Poland, with the big map.
2 remarks:
a) units without movement sound are all Sperballon units (8A, 3A and 10A)
b) Please put Soviet units looking on the left and not on the right if possible (maybe Pz Korps does not allow this). It is strange it is as if Soviet units were looking at Mother Russia and not to the direction of Poland.
I am playing Norway now, fun to see we can purchase SS units.
It is also a good idea you brought in: prototype units cannot be repaired.
This mod recreates Pz Korps. I hope you will finalize all campaigns (not only the German ones), but so far so good.
I would like to see the Japanese campaign too, it should be awesome!
This is one of the best mod for Pz Korps certainly!

About the Russian units I can say we are busy with it at this moment. AKRebel is making the first hundred Russian unit icons more dark now (after complains from the forum the units were to light

Radovan is busy to fill in the missing unit data.
I am reworking the Equipment file so all "red blocked" units will be functional as soon as possible. Give us some time, it's much work.
Greetings
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
I will tell AKRebel

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Thanks for the info uzbek2012. My Russian reading is still bad..........uzbek2012 wrote: ↑Wed Mar 11, 2020 10:12 pm If there are Yugoslavs, let's have Bulgarians, Hungarians, Greeks, Finns, Slovaks and Romanians!
https://zen.yandex.ru/media/cyrilsh/soi ... 00ad1c9fca
Heavy tank KV-85
https://en.topwar.ru/15907-tyazhelyy-tank-kv-85.html

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Norway (Big scenario)
1. Feldflugplatz and Brücken Pioner units : when the option is activated you can't deactivate anymore (an airfield is there forever, same for the bridge), normal ?
2. British submarines can attack land units on the coast, normal ?
3. Feldflugplatz : no movement sound
A nice scenario even if I could not win it, the last city on the north is too far away for my air units and I do not have enough land units to attack. I tried with Brandenburger units without success. It is clear the prestige must be spent at the beginning of the game to upgrade all air units otherwise no fuel. I now understand why Feldflugplatz were absolutely needed in this scenario...
Great work!
1. Feldflugplatz and Brücken Pioner units : when the option is activated you can't deactivate anymore (an airfield is there forever, same for the bridge), normal ?
2. British submarines can attack land units on the coast, normal ?
3. Feldflugplatz : no movement sound
A nice scenario even if I could not win it, the last city on the north is too far away for my air units and I do not have enough land units to attack. I tried with Brandenburger units without success. It is clear the prestige must be spent at the beginning of the game to upgrade all air units otherwise no fuel. I now understand why Feldflugplatz were absolutely needed in this scenario...
Great work!
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
These are massive sizes!



phcas wrote: ↑Wed Mar 11, 2020 10:24 pmThe map is 122 by 75 hexes. It does not go further east then Smolensk. This is because the scenarios after that will cover the areas more to the east. Tony has start working on the Kursk scenario. This will be 98 by 122 hexes.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Hi RobertRobertCL wrote: ↑Thu Mar 12, 2020 12:04 am Norway (Big scenario)
1. Feldflugplatz and Brücken Pioner units : when the option is activated you can't deactivate anymore (an airfield is there forever, same for the bridge), normal ?
2. British submarines can attack land units on the coast, normal ?
3. Feldflugplatz : no movement sound
A nice scenario even if I could not win it, the last city on the north is too far away for my air units and I do not have enough land units to attack. I tried with Brandenburger units without success. It is clear the prestige must be spent at the beginning of the game to upgrade all air units otherwise no fuel. I now understand why Feldflugplatz were absolutely needed in this scenario...
Great work!
1. Yes that's correct. You do not just pick-up a Feldflugplatz after you deployed it in reality. So you can only deploy it once to prevent you replace it ten times in the scenario. Wooden bridges made by Pioniers can also be deployed once in a scenario. This is because it's handwork and not easy to pick-up after it's made. Pontoon bridges light and heavy even as the other (not wooden) German bridges can be deployed and pick-up again, you can move them around.
2. Submarines most of the time have a deckgun but we will look at this issue. Data for submarines still have to be reworked.
3. OK I will fix that.
Other forum members could win the scenario, so it must be possible to win.
Nice you enjoyed it!
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Yes this are massive sizes but we need that. Do not forget that this mod is adding thousands of extra units to the game. They all will be used somewhere in the Campaigns. We can not deploy so many units in a 25x35 map. Beside that.....we just like big mapsPeteMitchell_2 wrote: ↑Thu Mar 12, 2020 3:02 am These are massive sizes!![]()
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Hopefully despite a loss the campaign goes on to France..."Other forum members could win the scenario, so it must be possible to win".
I shall retry the scenario.
Mc Guba wrote in his post about his mod using a world map: "WARNING! This mod can be highly addictive! Only start to play it if you are sure that you will not neglect your family and work commitments as a result of the "just one more turn" feeling".
This is also valid for your mod.

You should write this in your readme file, quoting him...
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
I was glad to help ) I also read you and try to understand you through an online site translatorphcas wrote: ↑Wed Mar 11, 2020 10:39 pmThanks for the info uzbek2012. My Russian reading is still bad..........uzbek2012 wrote: ↑Wed Mar 11, 2020 10:12 pm If there are Yugoslavs, let's have Bulgarians, Hungarians, Greeks, Finns, Slovaks and Romanians!
https://zen.yandex.ru/media/cyrilsh/soi ... 00ad1c9fca
Heavy tank KV-85
https://en.topwar.ru/15907-tyazhelyy-tank-kv-85.html![]()

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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
I also noted this in the scenario France 1940 with the German submarine (Soft Attack=3 and Hard Attack=2). The submarine launches a torpedo against land units on the coast

In Vanilla PzC, Soft Attack=0 and Hard Attack=0.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Submarines can attack land units on the coast, normal ?
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
hello RobertCL
on behalf of phcas, me and the whole team, thank you for the nice words. We work every day on extensions and improvements to finalize the mod further and further.
We are very happy that the mod likes a large part of the fan community and work together with high pressure to integrate new elements and ideas to further improve the gaming experience and still reproduce the historical facts as accurately as possible and take them into account accordingly.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Hello terminatorterminator wrote: ↑Thu Mar 12, 2020 3:54 pmI also noted this in the scenario France 1940 with the German submarine (Soft Attack=3 and Hard Attack=2). The submarine launches a torpedo against land units on the coast
In Vanilla PzC, Soft Attack=0 and Hard Attack=0.
Thanks for the hint, we will fix that with the next update
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Of course some submarines had anti aircraft guns but somehow such a battle would be strange a column of tanks off the coast is fighting with a surfaced submarine ) But the firing of civilian ships and aircraft on the surface is logical )

"The very same anti-aircraft weapons continued to be installed on the boats until the end of the war, trying to use for defense at the time of unloading-loading torpedoes, fuel and provisions from Type-XIV "cash cow" submarines and supply freighters."
Well, the submarines themselves can be replenished with torpedoes in the sea with, and not only in ports to which it is sometimes very long to sail )))
https://radio-rhodesia.livejournal.com/984147.html
https://warspot.ru/5709-podvodnaya-lodk ... -atlantike
https://olt-z-s.livejournal.com/71324.html

"The very same anti-aircraft weapons continued to be installed on the boats until the end of the war, trying to use for defense at the time of unloading-loading torpedoes, fuel and provisions from Type-XIV "cash cow" submarines and supply freighters."
Well, the submarines themselves can be replenished with torpedoes in the sea with, and not only in ports to which it is sometimes very long to sail )))

https://radio-rhodesia.livejournal.com/984147.html
https://warspot.ru/5709-podvodnaya-lodk ... -atlantike
https://olt-z-s.livejournal.com/71324.html
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
In the game OoBWWII, underwater submarines can attack ships by firing torpedoes but cannot attack ground targets (trucks in the example):
Last edited by terminator on Thu Mar 12, 2020 9:56 pm, edited 1 time in total.
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
In OoBWWII, the surface submarine can still attack ships but short range with a gun but can also attack coastal land targets with the gun:
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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
In my opinion, if submarine units are implemented in this mod as "switchable" units (with "submerged", "periscope depth", "surfaced" states) they should be able to attack land units when in surfaced mode, and that only for the submarine units with large caliber deck guns (75 mm or more?), surfaced subs with light caliber AA guns, should, again in my opinion, be only able to attack other naval units but not land units (due to the short range of such guns). And, of course, when submerged, submarines should be only able to attack naval units.
Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.38
Well, if you make the ships-traps and then pop up will not pull once again )))
https://en.wikipedia.org/wiki/Q-ship
"Tashkent" — the leader of destroyers
https://www.liveinternet.ru/users/stewa ... 342982364/
+18
https://karhu53.livejournal.com/17985630.html
https://en.wikipedia.org/wiki/Q-ship
"Tashkent" — the leader of destroyers
https://www.liveinternet.ru/users/stewa ... 342982364/
+18
https://karhu53.livejournal.com/17985630.html