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Posted: Fri Oct 14, 2011 12:24 am
by El_Condoro
Very glad to hear that, jaggy. All's well that ends well, to quote the Bard.

Posted: Fri Oct 14, 2011 12:26 am
by jaggy
VPaulus, very nice! But is it possible to make the campaign menu such that when playing Rezaf's mod, it shows the Classic Mod image and when playing the default campaign, it displays the default campaign menu image?

Posted: Fri Oct 14, 2011 12:52 am
by El_Condoro
Not at the moment, but changes are coming to how custom campaigns are included, which will probably address these kinds of things. The GME can be used to simulate it, though. I have a folder called 'Original' that has all the vanilla PzC Data folder and UI folders in the GME - it's effectively my backup - and when I enable it the GME returnes PzC to pre-mod state. I'm not sure that's absolutely necessary but it works!

Posted: Fri Oct 14, 2011 1:13 am
by AgentX
jaggy wrote:VPaulus, very nice! But is it possible to make the campaign menu such that when playing Rezaf's mod, it shows the Classic Mod image and when playing the default campaign, it displays the default campaign menu image?
If you use the GME, it works fine. I just updated my PGCM mod in my MODS folder with the images VPaulus sent me (added the gamesetup folder inside the UI folder). When I activate the mod with the GME, the PGCM image shows up. After I deactivate it and go back to default, the original image is back. Don't know why El Condoro was having a problem; it is working fine for me. Maybe he misunderstood the question?

Posted: Fri Oct 14, 2011 1:23 am
by jaggy
Ah! The campaign menu images can be changed via GME. That's good news! I know I'm getting ahead of myself here (considering I haven't installed PGCM yet) but are SE units available for PGCM? That is, at the end of a PGCM scenario with a decisive victory, there's a chance of getting an SE unit?

Posted: Fri Oct 14, 2011 1:26 am
by El_Condoro
AgentX wrote: Don't know why El Condoro was having a problem; it is working fine for me. Maybe he misunderstood the question?
I had a problem originally but not now - I think it was just that the campaign selection screen was the same as vanilla PzC. It all works AOK for me now.

Posted: Fri Oct 14, 2011 1:29 am
by AgentX
jaggy wrote:Ah! The campaign menu images can be changed via GME. That's good news! I know I'm getting ahead of myself here (considering I haven't installed PGCM yet) but are SE units available for PGCM? That is, at the end of a PGCM scenario with a decisive victory, there's a chance of getting an SE unit?
I don't believe the mod has SE units, but rezaf would have to answer that one.

@El Condoro, good to hear you got it fixed. It's a nice little feature that VPaulus created there.

Posted: Fri Oct 14, 2011 1:33 am
by El_Condoro
The equipment file for this campaign still has SE units with the trait of "bonus" so I think it is the game that determines what/if any are awarded.

Posted: Fri Oct 14, 2011 5:24 am
by rezaf
Yeah, apart from a few added units, the equipment file is unchanged (PzC 1.0).
SE units are still in place and awarded.

I'm busy at work currently, but whenever I find the time, I plug away at a new version which includes numerous additional units that were in PG and is based on the PzC 1.01/2 equipment file. Just busywork finding units that need replacing and doing so, but it's going slowly.

VPaulus: The graphical representation looks excellent, if you agree and send me the files, I'll include it in the next version, too.
_____
rezaf

Posted: Fri Oct 14, 2011 11:56 am
by jaggy
Zip-a-dee-doo-dah, zip-a-dee-ay!
My, oh my what a wonderful day!

Hi, All! Just installed all these mods PGCM, HI, RSM to Panzer Corps 1.02 via GME! As you can see from all the exclaimation marks, I've finally got Panzer General Classic Mod up and running. Started new game and lo and behold, a different Poland map! When I log off I plan to put VPaulus' new PGCM Campaign Menu image via GME. Can't wait to try this campaign out!

Rezaf, sorry for any anxiety caused regarding your campaign when I botched the mod installation. VPaulus, thanks for your patience in guiding me to see the light at the end of the tunnel (admittedly a tunnel I created myself!), El Condoro for posting the screenshot that helped this muddled brain. And anybody else who chipped in. There is a God after all!!!

I'm trying to resist the temptation of playing multiple campaigns, nikivdd's Italian Campaign, A Long War, German Campaign, Red Dawn, etc, etc and the DLCs' are just 2 weeks away!

Posted: Fri Oct 14, 2011 12:26 pm
by jaggy
AgentX, do you mind uploading the image files for the Panzer General Campaign Menu that VPaulus sent you? In VPaulus' tutorial, there's only 2 images. Thanks in advance.

Posted: Fri Oct 14, 2011 12:37 pm
by jaggy
AgentX, could you upload all 3 pngs so that I can include it for the Panzer General Campaign menu via GME? VPaulus thread has only 1 usable png as its basically a tutorial. Many thanks.

Posted: Fri Oct 14, 2011 2:29 pm
by jaggy
I'm playing the first scenario (Fall Weiss, Poland) in Panzer General Classical Mod. At the pre-deployment screen, it says 4 core slots but in reality you can only buy 1 ground unit? Is this the way its supposed to be? Am I missing anything here? Airfields will appear in later scenarios?

Posted: Fri Oct 14, 2011 2:34 pm
by rezaf
No. You are supposed to be able to buy 4 units, and I just double-checked, you can.
What's stopping you?

Edit: Also, like in the original campaign, there is no pre-deployment screen since this is the first scenario. You're straight in turn1.
So, if that's you issue, you only have room to deploy one additional unit, but how about moving other units away, then you can merrily purchase more stuff. Just saying.

_____
rezaf

Posted: Fri Oct 14, 2011 3:52 pm
by jaggy
Thanks, rezaf. You're right, when you move off, you can buy another core unit. Wow, 7 turns to complete this, its a bit of a rush!

Posted: Sun Oct 16, 2011 10:49 am
by rezaf
*phew*

FINALLY finished the new update.
Equipment file is now based on PzC 1.01/1.02, bunch of units added, lots of changes to almost all maps.
Complete changelist in the first post, also updated the download link there.

Have fun.
_____
rezaf

Posted: Mon Oct 17, 2011 12:16 am
by jaggy
Thanks for the update, rezaf, will download when I get back home. I've never played Panzer General before, are the other scenario maps in this mod like the Poland scenario? The Poland map looks a little small after having played the default map. Maybe its small because the Poland scenario is split into 2 maps? Just guessing.

Posted: Tue Oct 18, 2011 1:08 am
by jaggy
Hi, VPaulus. Is it OK to activate a mod like the "AT&AA" mod via GME in mid-campaign ie. will it have any adverse effects on save games? Thanks

Posted: Thu Oct 20, 2011 11:07 pm
by aleader
Played through this thing 4 times now (updated 0.15) and I cannot figure out how to get past the Paris scenario. First question: were French infantry really cyborgs? Raw recruit infantry are wiping out my 3 star Grenadiers and PzIIIF's on a regular basis.

Also, how much prestige have the Allies been given in this scenario? I'm having to scrape just to replace units and I come back to an objective only to find that the French have surrounded a city with no less than 8 infantry squads, and an arty piece. Their Hurricanes have also been brought up to full strength for the 3rd time.

Combine this with the Char B1's that take 12 turns to get rid of (and often seem impervious even to Stukas), the LONG distance objectives and insane combat results (they are NEVER correct in this one) and this scenario is overly tough IMO. Thoughts?

Posted: Fri Oct 21, 2011 9:48 am
by Fimconte
aleader wrote:Played through this thing 4 times now (updated 0.15) and I cannot figure out how to get past the Paris scenario. First question: were French infantry really cyborgs? Raw recruit infantry are wiping out my 3 star Grenadiers and PzIIIF's on a regular basis.

Also, how much prestige have the Allies been given in this scenario? I'm having to scrape just to replace units and I come back to an objective only to find that the French have surrounded a city with no less than 8 infantry squads, and an arty piece. Their Hurricanes have also been brought up to full strength for the 3rd time.

Combine this with the Char B1's that take 12 turns to get rid of (and often seem impervious even to Stukas), the LONG distance objectives and insane combat results (they are NEVER correct in this one) and this scenario is overly tough IMO. Thoughts?
PzIII's have low Soft Attack and thus not as good vs Infantry as PzIV's. As for Grenadiers, I suggest using Pioneers instead (ignore entrenchment) supported by a lot of artillery (at least 1:1 ratio with infantry).

I also find Strategic Bombers to be most useful due to the fact that they reduce enemy supply, heavily if experienced/advanced models.

Commit to destroying Air-Assets.
You should assume the worst and dedicate at least 3 if not 4 Fighters to wipe out one Allied Squadron.
It might take time to clear them all out, but at least they can't reinforce themselves.

Remember, the AI does not purchase Armour or Airplanes.