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Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 2:44 pm
by phcas
cw58 wrote: Tue Mar 24, 2020 2:12 pm @Phcas: I like the idea of the camouflaged gun. Just imagine that on an 88mm AA gun! What a surprise for a sortie of heavy bombers! :lol:
Yes it will be :) but the 88mm AA is already a 3-way unit. Can we make 4-way units? :)

If you have Equipment file example lines of the story you tell about the Rail Guns it will be interesting!

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 2:50 pm
by phcas
guille1434 wrote: Tue Mar 24, 2020 1:09 pm Hello guys:

Some ideas...

He-111Zwilling: The Z-1 heavy glider tug unit would indeed be a redundant unit, but the "what if" Z-2 bomber version would be nice!

Railguns: It would be necessary to test the camouflaged (or "inert") railgun unit switch... Will be used by the player? Would any player find the need to camouflage those important long-range support units? I know it would be a good measure against air attacks, but I think the best use for those units will be for attacking enemy strongpoints or AA units to open a path for air to ground attack units and less so to remain hidden under a camouflage net. Again, I am not against the idea (it is an innovative one!) but I think it would be necessary to test it. In the past my experience was that, when testing new "switches" for units while I was making mod work I found that some switch states looked good in theory but were not practical when tested "in battle".

Another idea I had about "switching" railgun units is the following, may be you find it useful:

In order to differentiate "light" from "heavy" rail artillery units, I planned to add a switch for heavy railguns (I think that guns with more than 8 inch or 21 cm caliber could be considered as "heavy" and the ones with inferior caliber could be classed as "light" --> 15 cm, 17 cm, 20 cm.

The light railroad guns could fire and move in the same turn, just like regular artillery units in the un-modded game where you can move the artillery unit and then fire. May be add a swith to this type of units where:

Light rail guns (20/21 cm caliber or less):
------------------------------------------------
a) Fire & move switch: Unit can be moved at a reduced speed (say 3-4 hexes and fire) and fire in the same turn.

b) Move switch: Unit cannot fire, just move along railway lines, but at a higher speed (for example 8 hexes): Useful for "strategic" mobility on the battlefield. May be giving them while in this state a low passive attack value to allow a measure of auto-defense if attacked by land units (may be making a special animation wich would add firing troops around the railroad gun when responding to an enemy land attack --> I did just that "special animation" for the Opel Blitz truck, which when attacked, a soldier figure would appear firing out from the cabin lateral window and another figure fires out from the cargo compartment over the cabin roof).

Light rail gun units would be able to give defensive support fire just like any regular artillery unit (they should be classed as Artillery class units).


Heavy rail guns (more than 21 cm caliber):
-------------------------------------------------
On the other hand, "heavy" railroad guns would be switched between a fire state (fire, and not move) and a move state (just move, but at a lower speed than a light railroad gun) ---> This would reflect the longer time it takes to put in and out of battery a heavy gun when compared to a lighter, more mobile one.

Also, it would be interesting to group "heavy" railgun artillery units in a separate unit class (called "Heavy or Siege Artillery"?) apart from regular artillery, to prevent them from making defensive support fire to adjacent attacked land units. Very heavy "land" artillery units could be grouped in this new unit class also, to further differentiate very heavy or siege arty units from light and field artillery units. Also it would be interesting to test giving those units the "lsup" trait to give them the long term supression ability to enemy units, just like strategic bomber units.

Heavy railroad guns (and also very heavy land artillery units): Would be used for long range, harassing fire to attack "strategic" targets, positioned more or less deep behind enemy lines, but not for tactical support defensive fire for friendly adjacent units.

Of course, this light and heavy railgun switch system could be integrated without problem with the camouflaged state railgun switch you designed. This way, any railgun unit would be a "triple switch" unit.

I hope I could explain my idea in a clear, comprehensible way for you to make something useful from it. Sorry for the looong posting! :-)

Cheers and thanks to all for your hard and innovative work!!
Wow, a lot of information. I will test the camouflage switch in the alpha Barbarossa scenario. It's working there already. I still think it will be useful, specialy for enemy air attacks.

Do you have any example equipment file lines of the Railgun ideas you are talking about?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 2:52 pm
by phcas
guille1434 wrote: Tue Mar 24, 2020 1:09 pm I did just that "special animation" for the Opel Blitz truck, which when attacked, a soldier figure would appear firing out from the cabin lateral window and another figure fires out from the cargo compartment over the cabin roof).
I remember this from a Panzer General version. Do you still have this animations for trucks?

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 3:53 pm
by guille1434
Hello Cw58! Thanks for expanding and comenting about my "switching light/heavy" railgun concept. I still remember the very positive experience when we developed a system to make land/rail mobile tractors for the heavy Skoda guns! Good old times!

Completely agree about that great minds DO think alike. :D 8)

Also, I wrote a long posting with more ideas about this very interesting subject (at least for me: "switchable units"!) in "my" thread, in order not to hijack this thread with non speceific themes about this mod. I invite everyone to go there to read it, if interested...

Thanks for bearing with me! 8)

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 4:07 pm
by guille1434
Phcas:
Obviously, I was inspired by the good old Panzer General to make this "special animation", and of course I have the files, it works like a charm! :-)

Here is the file for you to test...

About multi switch units: I tested three and four state "switchable" units and worked okay... to achieve this, in short, you have to stick to the following rules:

a) First unit has to be "primary"
b) Second unit should be "no purchase" (warning! "chaining" a new switch with a second "nopurchase"trait unit causes the game to crash)
c) Third, fourth, and fifth (?) units switches should not be given the "no purchase" trait, but be made invisible in the purchase screen by giving availability dates out of the mod time frame. In example, I like to use dates from 01.01.1901 to 02.01.1901

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 6:04 pm
by phcas
guille1434 wrote: Tue Mar 24, 2020 4:07 pm Phcas:
Obviously, I was inspired by the good old Panzer General to make this "special animation", and of course I have the files, it works like a charm! :-)

Here is the file for you to test...

About multi switch units: I tested three and four state "switchable" units and worked okay... to achieve this, in short, you have to stick to the following rules:

a) First unit has to be "primary"
b) Second unit should be "no purchase" (warning! "chaining" a new switch with a second "nopurchase"trait unit causes the game to crash)
c) Third, fourth, and fifth (?) units switches should not be given the "no purchase" trait, but be made invisible in the purchase screen by giving availability dates out of the mod time frame. In example, I like to use dates from 01.01.1901 to 02.01.1901
Thanks very much Guille!

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 6:24 pm
by cw58
phcas wrote: Tue Mar 24, 2020 2:44 pm
cw58 wrote: Tue Mar 24, 2020 2:12 pm @Phcas: I like the idea of the camouflaged gun. Just imagine that on an 88mm AA gun! What a surprise for a sortie of heavy bombers! :lol:
Yes it will be :) but the 88mm AA is already a 3-way unit. Can we make 4-way units? :)

If you have Equipment file example lines of the story you tell about the Rail Guns it will be interesting!
Posted the info in Guille's thread:
viewtopic.php?f=147&t=36536&start=2940

You will notice some of your new PAK-mod siege artillery in it. :)

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Tue Mar 24, 2020 11:00 pm
by uzbek2012
phcas wrote: Tue Mar 24, 2020 10:20 am Good news for uzbek2012 and zzsjjn !

In the next update the game menu will also be in Chinese and Russian
:)


china.jpg
What will be Russian is great but so far I only see hieroglyphs )))


Will you have armored trains shoot at point-blank range and with a canopy ?
viewtopic.php?f=147&t=36536&p=837922

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 12:06 pm
by phcas
Preview.jpg
Preview.jpg (77.46 KiB) Viewed 2923 times
Mid-air V1 Launch with the switch button
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Thanks to Wurschtmaxe

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 4:31 pm
by phcas
A while ago someone asked if we could replace the Russian infantry graphics. Here is a rifle and SMG unit. Will this be good enough?

rusinf.png
rusinf.png (197.06 KiB) Viewed 2884 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 5:29 pm
by RobertCL
About the Russian graphic : perfect, we see well the PPSH 41!

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 5:31 pm
by phcas
RobertCL wrote: Thu Mar 26, 2020 5:29 pm About the Russian graphic : perfect, we see well the PPSH 41!
OK if everyone is happy with this I will start to make all Russian infantry this way.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 5:34 pm
by Latro
phcas wrote: Sat Mar 21, 2020 8:48 pm First I have to be sure that the Italians (human player) can not defeat the Greek forces, so the scenario will not be won even before the Germans join in (turn 20). I wait for reactions from the forum about this![/size]
My Italians break through the (first?) line on turn 15.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 5:37 pm
by Latro
phcas wrote: Thu Mar 26, 2020 4:31 pm A while ago someone asked if we could replace the Russian infantry graphics. Here is a rifle and SMG unit. Will this be good enough?


rusinf.png
New Russians look a lot better!
I like the blanket roll.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 7:21 pm
by phcas
Latro wrote: Thu Mar 26, 2020 5:34 pm
phcas wrote: Sat Mar 21, 2020 8:48 pm First I have to be sure that the Italians (human player) can not defeat the Greek forces, so the scenario will not be won even before the Germans join in (turn 20). I wait for reactions from the forum about this![/size]
My Italians break through the (first?) line on turn 15.
OK Thank you! The Thing is that the Italians may not play a to strong roll. The Germans have to fix it. If it's to easy for the Italians I have to make the Greek line stronger. Thanks.

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 7:25 pm
by phcas
Latro wrote: Thu Mar 26, 2020 5:37 pm
phcas wrote: Thu Mar 26, 2020 4:31 pm A while ago someone asked if we could replace the Russian infantry graphics. Here is a rifle and SMG unit. Will this be good enough?


rusinf.png
New Russians look a lot better!
I like the blanket roll.
x03010_HMG_Maxim.png
x03010_HMG_Maxim.png (76.89 KiB) Viewed 2831 times
x03010_HMG_DShK.png
x03010_HMG_DShK.png (76.79 KiB) Viewed 2831 times
x03010_SMG_42.png
x03010_SMG_42.png (76.57 KiB) Viewed 2831 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 7:53 pm
by uzbek2012
Latro wrote: Thu Mar 26, 2020 5:37 pm
phcas wrote: Thu Mar 26, 2020 4:31 pm A while ago someone asked if we could replace the Russian infantry graphics. Here is a rifle and SMG unit. Will this be good enough?


rusinf.png
New Russians look a lot better!
I like the blanket roll.
Image
Actually, it's the overcoat ))) You make more bears, vodka and balalaika ! ;)

phcas wrote: Thu Mar 26, 2020 4:31 pm A while ago someone asked if we could replace the Russian infantry graphics. Here is a rifle and SMG unit. Will this be good enough?


rusinf.png
Yes, and this is an infantry unit of what year ? )

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Thu Mar 26, 2020 7:56 pm
by phcas
uzbek2012 wrote: Thu Mar 26, 2020 7:53 pm
phcas wrote: Thu Mar 26, 2020 4:31 pm A while ago someone asked if we could replace the Russian infantry graphics. Here is a rifle and SMG unit. Will this be good enough?


rusinf.png
Yes, and this is an infantry unit of what year ? )
Different years
x03014_Engineer_39.png
x03014_Engineer_39.png (75.66 KiB) Viewed 2820 times
x03014_Engineer_43.png
x03014_Engineer_43.png (75.69 KiB) Viewed 2820 times

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Fri Mar 27, 2020 2:40 am
by uzbek2012
phcas wrote: Thu Mar 26, 2020 7:56 pm
uzbek2012 wrote: Thu Mar 26, 2020 7:53 pm
phcas wrote: Thu Mar 26, 2020 4:31 pm A while ago someone asked if we could replace the Russian infantry graphics. Here is a rifle and SMG unit. Will this be good enough?


rusinf.png
Yes, and this is an infantry unit of what year ? )
Different years

x03014_Engineer_39.png

x03014_Engineer_43.png
ОК !

British and American rocket artillery
Image
https://www.yaplakal.com/forum2/topic824709.html

Re: New Projekt: Phcas & AKRebels Mod "PAK" - RELEASE v0.39

Posted: Fri Mar 27, 2020 8:21 pm
by phcas
x03012_Para_39.png
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x03012_Para_43.png
x03012_Para_43.png (77.24 KiB) Viewed 3204 times